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  • Anyone heard of 'tank tracking'?

    - by Heather Walters
    Someone I know told me about some seriously cutting edge blackhat SEO that he called 'tank tracking'. He said that it is some sort of code (he believes written in Python) that 'sits' around the outside perimeter of your visible webpage and listens for an incoming search spider. when a spider enters the page, it traps it in this weird wormhole, making it loop through, I don't know, certain keywords or something.... the result is that a SE like google would consequently give the page a full 100 rating (this person told me Google bestows some sort of scoring app once you've passed a certain number of their exams). A quick google search on 'tank tracking seo', 'tank tracking blackhat seo' and 'tank tracking google' yielded zero results. Let me backtrack a bit and say that I am not interested in utilizing blackhat techniques. I'm just astonished that something like this might be out in the world. Anyone heard of this?

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  • building a game for different resoulution phones

    - by Jason
    Hi, I am starting some tests for building a game on the android program. So far everything is working and seems nice. However I do not understand how to make sure my game looks correct on all phones as the all will have slightly different screen ratios (and even very different on some odd phones) What I am doing right now is making a view frustrum ( could also be ortho ) which I set to go from -ratio to +ratio ( as I have seen on many examples) however this causes my test shape to be stretched and sometimes cut off by the edge of the screen. I am tilting my phone to landscape to do my tests ( a bit extreame) but it should still render correctly if I have dome things right. Should I be scaling by some ratio before drawing or something? An example would be greatly apriciated PS I am doing a 2d game

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  • Platformer Starter Kit - Collision Issues

    - by Cyral
    I'm having trouble with my game that is based off the XNA Platformer starter kit. My game uses smaller tiles (16x16) then the original (32x40) which I'm thinking may be having an effect on collision (Being it needs to be more precise). Standing on the edge of a tile and jumping causes the player to move off the the tile when he lands. And 80% of the time, when the player lands, he goes flying though SOLID tiles in a diagonal fashion. This is very annoying as it is almost impossible to test other features, when spawning and jumping will result in the player landing in another part of the level or falling off the edge completely. The code is as follows: /// <summary> /// Updates the player's velocity and position based on input, gravity, etc. /// </summary> public void ApplyPhysics(GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; Vector2 previousPosition = Position; // Base velocity is a combination of horizontal movement control and // acceleration downward due to gravity. velocity.X += movement * MoveAcceleration * elapsed; velocity.Y = MathHelper.Clamp(velocity.Y + GravityAcceleration * elapsed, -MaxFallSpeed, MaxFallSpeed); velocity.Y = DoJump(velocity.Y, gameTime); // Apply pseudo-drag horizontally. if (IsOnGround) velocity.X *= GroundDragFactor; else velocity.X *= AirDragFactor; // Prevent the player from running faster than his top speed. velocity.X = MathHelper.Clamp(velocity.X, -MaxMoveSpeed, MaxMoveSpeed); // Apply velocity. Position += velocity * elapsed; Position = new Vector2((float)Math.Round(Position.X), (float)Math.Round(Position.Y)); // If the player is now colliding with the level, separate them. HandleCollisions(); // If the collision stopped us from moving, reset the velocity to zero. if (Position.X == previousPosition.X) velocity.X = 0; if (Position.Y == previousPosition.Y) velocity.Y = 0; } /// <summary> /// Detects and resolves all collisions between the player and his neighboring /// tiles. When a collision is detected, the player is pushed away along one /// axis to prevent overlapping. There is some special logic for the Y axis to /// handle platforms which behave differently depending on direction of movement. /// </summary> private void HandleCollisions() { // Get the player's bounding rectangle and find neighboring tiles. Rectangle bounds = BoundingRectangle; int leftTile = (int)Math.Floor((float)bounds.Left / Tile.Width); int rightTile = (int)Math.Ceiling(((float)bounds.Right / Tile.Width)) - 1; int topTile = (int)Math.Floor((float)bounds.Top / Tile.Height); int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / Tile.Height)) - 1; // Reset flag to search for ground collision. isOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { // If this tile is collidable, ItemCollision collision = Level.GetCollision(x, y); if (collision != ItemCollision.Passable) { // Determine collision depth (with direction) and magnitude. Rectangle tileBounds = Level.GetBounds(x, y); Vector2 depth = RectangleExtensions.GetIntersectionDepth(bounds, tileBounds); if (depth != Vector2.Zero) { float absDepthX = Math.Abs(depth.X); float absDepthY = Math.Abs(depth.Y); // Resolve the collision along the shallow axis. if (absDepthY < absDepthX || collision == ItemCollision.Platform) { // If we crossed the top of a tile, we are on the ground. if (previousBottom <= tileBounds.Top) isOnGround = true; // Ignore platforms, unless we are on the ground. if (collision == ItemCollision.Impassable || IsOnGround) { // Resolve the collision along the Y axis. Position = new Vector2(Position.X, Position.Y + depth.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } else if (collision == ItemCollision.Impassable) // Ignore platforms. { // Resolve the collision along the X axis. Position = new Vector2(Position.X + depth.X, Position.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } } } } // Save the new bounds bottom. previousBottom = bounds.Bottom; } It also tends to jitter a little bit sometimes, I'm solved some of this with some fixes I found here on stackexchange, But Ive only seen one other case of the flying though blocks problem. This question seems to have a similar problem in the video, but mine is more crazy. Again this is a very annoying bug! Any help would be greatly appreciated! EDIT: Speed stuff // Constants for controling horizontal movement private const float MoveAcceleration = 13000.0f; private const float MaxMoveSpeed = 1750.0f; private const float GroundDragFactor = 0.48f; private const float AirDragFactor = 0.58f; // Constants for controlling vertical movement private const float MaxJumpTime = 0.35f; private const float JumpLaunchVelocity = -3500.0f; private const float GravityAcceleration = 3400.0f; private const float MaxFallSpeed = 550.0f; private const float JumpControlPower = 0.14f;

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  • Dynamic Dijkstra

    - by Dani
    I need dynamic dijkstra algorithm that can update itself when edge's cost is changed without a full recalculation. Full recalculation is not an option. I've tryed to "brew" my own implemantion with no success. I've also tryed to find on the Internet but found nothing. A link to an article explaining the algorithm or even it's name will be good. Edit: Thanks everyone for answering. I managed to make algorithm of my own that runs in O(V+E) time, if anyone wishes to know the algorithm just say so and I will post it.

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  • Webcast: New Features of Solaris 11.1 and Solaris Cluster 4.1

    - by Jeff Victor
    If you missed last week's webcast of the new features in Oracle Solaris 11.1 you can view the recording. The speakers discuss changes that improve performance and scalability, particularly for Oracle DB, and many other enhancements. New features include Optimized Shared Memory (improves DB startup time), accelerated kernel locks (improves Oracle RAC performance and scalability), virtual memory improvements, a DTrace data collecter in the DB, Zones installed on Shared Storage (simplifies migration), Data Center Bridging, and Edge Virtual Bridging. To view the archived webcast, you must register and use the URL that you receive in e-mail.

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  • Pixel Collision - Detecting corners

    - by Milkboat
    How would I go about detecting the corners of a texture when I use pixel collision detection? I read about corner collision with rectangles, but I am unsure how to adapt it to my situation. Right now my map is tile based and I do rectangular collision until the player is intersecting with a blocked tile, then I switch to pixel collision. The effect I would like to achieve is when the player hits the corner of an object to push him around the side so he doesn't just hit the edge and stop. Any ideas?

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  • If you had three months to learn one relatively new technology, which one would you choose?

    - by Ivo van der Wijk
    This question was taken from CodingHorror. On my list would be (and some actually are): Android Development (and possibly iPhone development) Go language and its concurrency NoSQL, specifically CouchDB RCTK, which happens to be my own idea / project (but all ideas have been thought or already, what matters is my implementation) But I don't think I'm being cutting-edge/thinking-outside-the-box here. What's on your list? Please don't restrict yourself to the list above - that's my list. I'm interested in hearing what others find interesting new technology.

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  • JavaOne San Francisco 2013 Content Catalog Live!

    - by Yolande Poirier
    There will be over 500 technical sessions, BOFs, tutorials, and hands-on labs offered. Note that "Securing Java" is a new track this year. The tracks are:  Client and Embedded Development with JavaFX Core Java Platform Edge Computing with Java in Embedded, Smart Card, and IoT Applications Emerging Languages on the Java Virtual Machine Securing Java Java Development Tools and Techniques Java EE Web Profile and Platform Technologies Java Web Services and the Cloud In the Content Catalog you can search on tracks, session types, session categories, keywords, and tags. Or, you can search for your favorite speakers to see what they’re presenting this year. And, directly from the catalog, you can share sessions you’re interested in with friends and colleagues through a broad array of social media channels. Start checking out JavaOne content now to plan your week at the conference. Then, you’ll be ready to sign up for all of your sessions when the scheduling tool goes live.

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  • Pixel alignment algorithm

    - by user42325
    I have a set of square blocks, I want to draw them in a window. I am sure the coordinates calculation is correct. But on the screen, some squares' edge overlap with other, some are not. I remember the problem is caused by accuracy of pixels. I remember there's a specific topic related to this kind of problem in 2D image rendering. But I don't remember what exactly it is, and how to solve it. Look at this screenshot. Each block should have a fixed width margin. But in the image, the vertical white line have different width.Though, the horizontal lines looks fine.

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  • Is it any good to use binary arithmetic in a C++ code like "C style"?

    - by user827992
    I like the fact that the C language lets you use binary arithmetic in an explicit way in your code, sometimes the use of the binary arithmetic can also give you a little edge in terms of performance; but since I started studying C++ i can't really tell how much i have seen the explicit use of something like that in a C++ code, something like a pointer to pointer structure or an instruction for jumping to a specific index value through the binary arithmetic. Is the binary arithmetic still important and relevant in the C++ world? How i can optimize my arithmetic and/or an access to a specific index? What about the C++ and the way in which the bits are arranged according to the standard? ... or i have taken a look at the wrong coding conventions ... ?

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  • Narrow-phase collision detection algorithms

    - by Marian Ivanov
    There are three phases of collision detection. Broadphase: It loops between all objecs that can interact, false positives are allowed, if it would speed up the loop. Narrowphase: Determines whether they collide, and sometimes, how, no false positives Resolution: Resolves the collision. The question I'm asking is about the narrowphase. There are multiple algorithms, differing in complexity and accuracy. Hitbox intersection: This is an a-posteriori algorithm, that has the lowest complexity, but also isn't too accurate, Color intersection: Hitbox intersection for each pixel, a-posteriori, pixel-perfect, not accuratee in regards to time, higher complexity Separating axis theorem: This is used more often, accurate for triangles, however, a-posteriori, as it can't find the edge, when taking last frame in account, it's more stable Linear raycasting: A-priori algorithm, useful for semi-realistic-looking physics, finds the intersection point, even more accurate than SAT, but with more complexity Spline interpolation: A-priori, even more accurate than linear rays, even more coplexity. There are probably many more that I've forgot about. The question is, in when is it better to use SAT, when rays, when splines, and whether there is anything better.

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  • How do I install the latest Mesa release?

    - by Nickolai Leschov
    Which is the preferred way to install the latest stable version of Mesa on Ubuntu? I believe that would be a PPA, but not the bleeding-edge one like xorg-edgers. I would like to see a PPA that contains the latest stable release. Right now 10.3 has reached Release Candidate stage and development branched to 10.4, so the latest stable version is 10.2. Soon 10.3 will become the latest stable version and I'd like a PPA that would follow that. For comparison, xorg-edgers contains 10.3.0~git20140821 and oibaf has 10.4~git1408211930.

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  • Is It bad for SEO to have internal redirected links? [closed]

    - by Jonas Lindqvist
    I have a large number of pages having similar but not identical content. Example: site.com/dream_dictionary_flying and site.com/dream_interpretation_flying. The problem is that although not being identical, they are sometimes on the edge of being duplicate content. The solution via redirect 301 in htaccess is simple and can be done in a minute, BUT, changing all existing links on the whole site from "/something" to "/something_else" would take ages, it would be thousands of manual changes taking x hundreds of hours. My question is this; is it bad for SEO to have internal links that are redirected, or rather HOW bad is it? For the human user it would not matter at all but from what I have experienced, the search engines don't like it. Is there any rule of thumb here? Please come back with your thoughts and experience on this. Thanks!

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  • America The Vulnerable

    - by Naresh Persaud
    At the Executive Edge this week, Joel Brenner shared his perspective on the state of cyber-security. Today our most critical military and corporate secrets are under attack. In his presentation, Joel shared his perspective on how organizations can can better prepare for the changing security climate. The amount of state sponsored espionage has highlighted weaknesses in our national security infrastructure. The Internet was primarily intended to provide a means of collaboration for non-commercial entities. Today it is the backbone of our digital commerce and digital experience and it was not designed to secure the activities and data we share today.  Check out "America The Vulnerable" and learn more. 

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  • When can I be sure a directed graph is acyclic?

    - by Daniel Scocco
    The definition for directed acyclic graph is this: "there is no way to start at some vertex v and follow a sequence of edges that eventually loops back to v again." So far so good, but I am trying to find some premises that will be simpler to test and that will also guarantee the graph is acyclic. I came up with those premises, but they are pretty basic so I am sure other people figured it out in the past (or they are incorrect). The problem is I couldn't find anything related on books/online, hence why I decided to post this question. Premise 1: If all vertices of the graph have an incoming edge, then the graph can't be acyclic. Is this correct? Premise 2: Assume the graph in question does have one vertex with no incoming edges. In this case, in order to have a cycle, at least one of the other vertices would need to have two or more incoming edges. Is this correct?

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  • How to get useful feedback/bug reports from users

    - by Mikael Eliasson
    I'm sure most webmasters have recived a mail like this: Creating [insert item here] is not working! When you check it out there is no general problem with the function but rather the user has discovered an edge case. Almost every mail I get is like this and in the long run it gets a bit annoying to always have to ask the user for more information. Is there anything I can do to get my users provide more useful feedback? Right now I have a mailto: for the webmaster mail in the page footer. I was thinking of changing this so that they have to report through a form on the site. Anyone got any experience with this? Do you get better/more reports by having a feedback form instead of giving the users the email?

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  • How do I implement smooth movement in a Box2D platform game?

    - by Romeo
    I have implemented a character in JBox2D which moves with the help of a wheel rotating at the bottom of it. The movement is the best result I've had 'till now but it's a little glitchy when the character stands on the edge. So I am thinking should I use five smaller wheels instead of a big wheel. The wheel/wheels will not be visible in the finished product, now they are drawn for debugging. Here is a video. Is there a better way to do this using JBox2D?

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  • Mouse Clicks, Reactive Extensions and StreamInsight Mashup

    I had an hour spare this afternoon so I wanted to have another play with Reactive Extensions in .Net and StreamInsight.  I also didn’t want to simply use a console window as a way of gathering events so I decided to use a windows form instead. The task I set myself was this. Whenever I click on my form I want to subscribe to the event and output its location to the console window and also the timestamp of the event.  In addition to this I want to know for every mouse click I do, how many mouse clicks have happened in the last 5 seconds. The second point here is really interesting.  I have often found this when working with people on problems.  It is how you ask the question that determines how you tackle the problem.  I will show 2 ways of possibly answering the second question depending on how the question was interpreted. As a side effect of this example I will show how time in StreamInsight can stand still.  This is an important concept and we can see it in the output later. Now to the code.  I will break it all down in this blogpost but you can download the solution and see it all together. I created a Console application and then instantiate a windows form.   frm = new Form(); Thread g = new Thread(CallUI); g.SetApartmentState(ApartmentState.STA); g.Start();   Call UI looks like this   static void CallUI() { System.Windows.Forms.Application.Run(frm); frm.Activate(); frm.BringToFront(); }   Now what we need to do is create an observable from the MouseClick event on the form.  For this we use the Reactive Extensions.   var lblevt = Observable.FromEvent<MouseEventArgs>(frm, "MouseClick").Timestamp();   As mentioned earlier I have two objectives in this example and to solve the first I am going to again use the Reactive extensions.  Let’s subscribe to the MouseClick event and output the location and timestamp to the console. lblevt.Subscribe(evt => { Console.WriteLine("Clicked: {0}, {1} ", evt.Value.EventArgs.Location,evt.Timestamp); }); That should take care of obective #1 but what about the second objective.  For that we need some temporal windowing and this means StreamInsight.  First we need to turn our Observable collection of MouseClick events into a PointStream Server s = Server.Create("Default"); Microsoft.ComplexEventProcessing.Application a = s.CreateApplication("MouseClicks"); var input = lblevt.ToPointStream( a, evt => PointEvent.CreateInsert( evt.Timestamp, new { loc = evt.Value.EventArgs.Location.ToString(), ts = evt.Timestamp.ToLocalTime().ToString() }), AdvanceTimeSettings.IncreasingStartTime);   Now that we have created out PointStream we need to do something with it and this is where we get to our second objective.  It is pretty clear that we want some kind of windowing but what? Here is one way of doing it.  It might not be what you wanted but again it is how the second objective is interpreted   var q = from i in input.TumblingWindow(TimeSpan.FromSeconds(5), HoppingWindowOutputPolicy.ClipToWindowEnd) select new { CountOfClicks = i.Count() };   The above code creates tumbling windows of 5 seconds and counts the number of events in the windows.  If there are no events in the window then no result is output.  Likewise until an event (MouseClick) is issued then we do not see anything in the output (that is not strictly true because it is the CTI strapped to our MouseClick events that flush the events through the StreamInsight engine not the events themselves).  This approach is centred around the windows and not the events.  Until the windows complete and a CTI is issued then no events are pushed through. An alternate way of answering our second question is below   var q = from i in input.AlterEventDuration(evt => TimeSpan.FromSeconds(5)).SnapshotWindow(SnapshotWindowOutputPolicy.Clip) select new { CountOfClicks = i.Count() };   In this code we extend the duration of each MouseClick to five seconds.  We then create  Snapshot Windows over those events.  Snapshot windows are discussed in detail here.  With this solution we are centred around the events.  It is the events that are driving the output.  Let’s have a look at the output from this solution as it may be a little confusing. First though let me show how we get the output from StreamInsight into the Console window. foreach (var x in q.ToPointEnumerable().Where(e => e.EventKind != EventKind.Cti)) { Console.WriteLine(x.Payload.CountOfClicks); }   Ok so now to the output.   The table at the top shows the output from our routine and the table at the bottom helps to explain the output.  One of the things that will help as well is, you will note that for our PointStream we set the issuing of CTIs to be IncreasingStartTime.  What this means is that the CTI is placed right at the start of the event so will not flush the event with which it was issued but will flush those prior to it.  In the bottom table the Blue fill is where we issued a click.  Yellow fill is the duration and boundaries of our events.  The numbers at the bottom indicate the count of events   Clicked 22:40:16                                 Clicked 23:40:18                                 1                                   Clicked 23:40:20                                 2                                   Clicked 23:40:22                                 3                                   2                                   Clicked 23:40:24                                 3                                   2                                   Clicked 23:40:32                                 3                                   2                                   1                                                                                                         secs 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32                                                                                                                                                                                                                         counts   1   2 3 2 3 2 3   2   1           What we can see here in the output is that the counts include all the end edges that have occurred between the mouse clicks.  If we look specifically at the mouse click at 22:40:32. then we see that 3 events are returned to us. These include the following End Edge count at 22:40:25 End Edge count at 22:40:27 End Edge count at 22:40:29 Another thing we notice is that until we actually issue a CTI at 22:40:32 then those last 3 snapshot window counts will never be reported. Hopefully this has helped to explain  a few concepts around StreamInsight and the IObservable() pattern.   You can download this solution from here and play.  You will need the Reactive Framework from here and StreamInsight 1.1

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  • Lenovo IdeaPad P400 - Disabling the annoying requirement for the Fn key to use F1-F12

    - by Yon
    On Lenovo laptops, in order to use F5 you need to press Fn-F5 (same with F1-F12). It's really annoying and I'd like to reverse the situation. On Windows, a Lenovo driver could help: http://forums.lenovo.com/t5/ThinkPad-Edge-S-series/Disable-Fn-Keys-E420/td-p/803609 How can I resolve this on Ubuntu 12.04? I couldn't find Lenovo drivers for Linux. UPDATE: Found a peculiar solution for this on Windows. Can anyone recommend a good equivalent for Xubuntu: http://forums.lenovo.com/t5/IdeaPad-Y-U-V-Z-and-P-series/How-do-you-reset-the-function-keys-on-a-P500-ideapad-to-legacy/td-p/958995

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  • Upcoming Enhancements in AngularJS Integration in NetBeans IDE

    - by Geertjan
    New bleeding edge enhancements in AngularJS support in NetBeans IDE enable many more controllers to be found than in NetBeans IDE 7.4. The next version of NetBeans IDE parses all JavaScript files and checks for defined AngularJS controllers, such as the below: All recognized AngularJS controllers are offered in code completion, as shown below. In other words, code completion works better in finding AngularJS controllers. Another improvement is in the "Go To Declaration" feature. When you click Ctrl+Mouse over the name of a controller inside an NG-controller directive, you will be navigated to the related controller declaration. More accurate results can be shown in code completion mainly because there are changes in the generation of JavaScript virtual sources in an AngularJS page.

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  • Radiosity using a hemisphere

    - by P. Avery
    I'm working on a radiosity processor. I'm projecting scene geometry onto a hemisphere at a high order of tessellation during a visibility pass onto a 1024x1024 render target. The problem is that the edges of certain triangles are not being rendered to the item buffer( render target )...so when I test certain edges( or pixels during pixel shader ) for visibility during a reconstruction pass, visible edges are not identified and as a result the pixel for that edge is discarded. One solution was to increase the resolution of the item buffer( up to 4096x4096 )...this helped and more edges were visible, however, this was not fullproof. How do I increase visibility? Here is a screenshot of a scene after radiosity is applied: the seams are edges along a triangle face that were not visible due to the resolution of the item buffer... fixed the problem by sampling the item buffer w/8 points:

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  • Motivating developers in a project perceived as **dull** ?

    - by Fanatic23
    As a manager, I can't always end up generating work that'd be cutting edge. Some of the projects do run on maintenance mode, and generate a healthy free cash flow for the company. As a developer what would it take for you to stick around in this project? I have been thinking of re-branding the work, but I could do with a lot of help here. Appreciate a single response per post. Please don't suggest an increased pay-packet, this creates more problems than it solves.

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  • The Top 5 Business Challenges in Financial Services. Oracle Process Accelerators as a Solution By Lance Shaw

    - by JuergenKress
    Here at Oracle, we continue to release Process Accelerators for additional solutions.  These Accelerators help achieve process excellence faster with end-to-end implementations of common business processes.  They are Ready-to-use and extensible, and include industry specific best practices. One common industry where Process Accelerators are used to speed the delivery of business process management solutions is Financial Services.  We've recently produced a whitepaper that identifies the top five business challenges in the financial services industry and outlines how adopting Oracle Process Accelerators can give a competitive edge. To get the whitepaper please visit our website. SOA & BPM Partner Community For regular information on Oracle SOA Suite become a member in the SOA & BPM Partner Community for registration please visit www.oracle.com/goto/emea/soa (OPN account required) If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Facebook Wiki Technorati Tags: financial services,process accelerators,Lance Shaw,SOA Community,Oracle SOA,Oracle BPM,Community,OPN,Jürgen Kress

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  • High resolution CLI?

    - by Mike Williamson
    I want the resolution of my console to match my screen resolution(1440x900). 1024x768 works fine but for some reason when I put 1440x900 when I switch to ttyX the command prompt is almost right off the bottom of the screen! The Ubuntu splash screen goes off the edge of the screen during boot as well. Here is my /etc/default/grub 4 GRUB_DEFAULT=0 5 GRUB_HIDDEN_TIMEOUT=0 6 GRUB_HIDDEN_TIMEOUT_QUIET=true 7 GRUB_TIMEOUT=10 8 GRUB_DISTRIBUTOR=`lsb_release -i -s 2> /dev/null || echo Debian` 9 GRUB_CMDLINE_LINUX_DEFAULT="quiet splash" 10 GRUB_CMDLINE_LINUX="" 11 GRUB_GFXMODE=1440x900 12 GRUB_GFXPAYLOAD_LINUX=keep How do I get my CLI resolution to be 1440x900?

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  • Implementing top view physics using box2D

    - by humbleBee
    How can top view physics games be done in box2D? One idea I have is to set the linear velocity of an object manually or to alter the linear and angular damping as my object moves over different surfaces. For example if my object is over a wet surface it'll have less linear damping and if it is over rough surface it'll have more damping. And to see if my object has fallen over an edge I'll try to use an AABB and check if its still inside or manually see if object.x > boundary.x etc. Is there any better way?

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