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  • Laptop battery charging capacity reduced to 52%

    - by omjaijagdish
    I have been using Ubuntu 11.04 on DELL Inspiron 14R (N5010) laptop for last three months. Before I switch to ubuntu my laptop battery used to give 2.5 hrs to 3 hrs back-up. But since I have been using ubuntu, it has been reduced to 1hr to 1.5 hrs at max. I tried following commands: $ cat /proc/acpi/battery/BAT0/state which gave result as present: yes capacity state: ok charging state: charged present rate: 1 mA remaining capacity: 4400 mAh present voltage: 12407 mV then I tried $ acpi -b the result was.. Battery 0: Unknown, 100% when I gave command as $ upower -i /org/freedesktop/UPower/devices/battery_BAT0 the result was.. native-path: /sys/devices/LNXSYSTM:00/device:00/PNP0C0A:00/power_supply/BAT0 model: DELL W7H3N08 serial: 7114 power supply: yes updated: Sat Nov 24 11:25:34 2012 (21 seconds ago) has history: yes has statistics: yes battery present: yes rechargeable: yes state: fully-charged energy: 48.4748 Wh energy-empty: 0 Wh energy-full: 48.4748 Wh energy-full-design: 48.9595 Wh energy-rate: 0.011017 W voltage: 12.408 V percentage: 100% **capacity: 52.9253%** technology: lithium-ion Someone please let me know, what is going wrong with my laptop? How can I get charging with full capacity?

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  • Question about modeling with MVC (the pattern, not the MS stuff / non web)

    - by paul
    I'm working on an application in which I'm looking to employ the MVC pattern, but I've come up against a design decision point I could use some help with. My application is going to deal with the design of state-machines. Currently the MVC model holds information about the machine's states, inputs, outputs, etc. The view is going to show a diagram for the machine, graphically allowing the user to add new states, establish transitions, and put the states in a pleasing arrangement, among other things. I would like to store part of the diagram's state (e.g. the x and y state positions) when the machine information is stored for later retrieval, and am wondering how best to go about structuring the model(s?) for this. It seems like this UI information is more closely related to the view than to the state-machine model, so I was thinking that a secondary model might be in order, but I am reluctant to pursue this route because of the added complexity. Adding this information to the current model doesn't seem the right way to go about it either. This is the my first time using the MVC pattern so I'm still figuring things out. Any input would be appreciated.

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  • How to implement string matching based on a pattern

    - by Vincent Rischmann
    I was asked to build a tool that can identify if a string match a pattern. Example: {1:20} stuff t(x) {a,b,c} would match: 1 stuff tx a 20 stuff t c It is a sort of regex but with a different syntax Parentheses indicate an optional value {1:20} is a interval; I will have to check if the token is a number and if it is between 1 and 20 {a,b,c} is just an enumeration; it can be either a or b or c Right now I implemented this with a regex, and the interval stuff was a pain to do. On my own time I tried implementing some kind of matcher by hand, but it turns out it's not that easy to do. By experimenting I ended up with a function that generates a state table from the pattern and a state machine. It worked well until I tried to implement the optional value, and I got stuck and how to generate the state table. After that I searched how I could do this, and that led me to stuff like LL parser, LALR parser, recursive-descent parser, context-free grammars, etc. I never studied any of this so it's hard to know what is relevant here, but I think this is what I need: A grammar A parser which generates states from the grammar and a pattern A state machine to see if a string match the states So my first question is: Is this right ? And second question, what do you recommend I read/study to be able to implement this ?

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  • I cannot install wine 1.5 on ubuntu 12.04 x64

    - by user26286
    I tried: $ sudo add-apt-repository ppa:ubuntu-wine/ppa $ sudo apt-get update $ sudo apt-get install wine1.5 result was: $ sudo apt-get install wine1.5 Reading package lists... Done Building dependency tree Reading state information... Done Some packages could not be installed. This may mean that you have requested an impossible situation or if you are using the unstable distribution that some required packages have not yet been created or been moved out of Incoming. The following information may help to resolve the situation: The following packages have unmet dependencies: wine1.5 : Depends: wine1.5-i386 (= 1.5.6-0ubuntu1~pulse17) E: Unable to correct problems, you have held broken packages. than I tried: $ sudo dpkg --configure -a $ sudo apt-get install -f result was: $ sudo apt-get install -f Reading package lists... Done Building dependency tree Reading state information... Done 0 upgraded, 0 newly installed, 0 to remove and 0 not upgraded. after all I tried: $ sudo apt-get build-dep wine1.5 Reading package lists... Done Building dependency tree Reading state information... Done The following packages have unmet dependencies: libgnutls-dev : Depends: libgnutls26 (= 2.12.14-5ubuntu3) but 2.12.19-1 is to be installed Depends: libgnutlsxx27 (= 2.12.14-5ubuntu3) but it is not going to be installed Depends: libgnutls-openssl27 (= 2.12.14-5ubuntu3) but it is not going to be installed E: Build-dependencies for wine1.5 could not be satisfied. also tried: $ sudo apt-get install -y ia32-libs Reading package lists... Done Building dependency tree Reading state information... Done Some packages could not be installed. This may mean that you have requested an impossible situation or if you are using the unstable distribution that some required packages have not yet been created or been moved out of Incoming. The following information may help to resolve the situation: The following packages have unmet dependencies: ia32-libs : Depends: ia32-libs-multiarch E: Unable to correct problems, you have held broken packages. Somebody can help me? Thanks.

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  • Using Subdomains for Newly Regional Company

    - by Taylord22
    The company I work for is expanding their business to new territories. I've got a lot of stabilization to do in the region/state where we're one of the most well known companies of our kind. Currently, we have 3 distinct product lines which are currently distinguished by 3 separate URLS. This is affecting the user flow of our site, so we'd like to clean it up before launching our products into the various regions. The business has decided to grow into 5 new states (one state consisting of one county only) — none of which will feature all 3 products. Our homebase state is the only one that will have all 3 products this year. My initial thought was to use subdomains to separate out the regions, that way we could use a canonical tag to stabilize the root domain (which would feature home state content, and support content for all regions), and remove us from potential duplicate content penalization. Our product content will be nearly identical across the regions for the first year. I second guessed myself by thinking that it was perhaps better to use a "[product].root/region" URL instead. And I'm currently stuck by wondering if it was not better to build out subdomains for products and regions...using one modifier or the other as a funnel/branding page into the other. For instance, user lands on "region.root.com" and sees exactly what products we offer in that region. Basically, a tailored landing page. Meanwhile the bulk of the product content would actually live under "product.root.com/region/page". My head is spinning. And while searching for similar questions I also bumped into reference of another tag meant to be used in some similar cases to mine. I feel like there's a lot of risks involved in this subdomain strategy, but I also can't help but see the benefits in the user flow.

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  • javascript robot

    - by sarah
    hey guys! I need help making this robot game in javascript (notepad++) please HELP! I'm really confused by the functions <html> <head><title>Robot Invasion 2199</title></head> <body style="text-align:center" onload="newGame();"> <h2>Robot Invasion 2199</h2> <div style="text-align:center; background:white; margin-right: auto; margin-left:auto;"> <div style=""> <div style="width: auto; border:solid thin red; text-align:center; margin:10px auto 10px auto; padding:1ex 0ex;font-family: monospace" id="scene"></pre> </div> <div><span id="status"></span></div> <form style="text-align:center"> PUT THE CONTROL PANEL HERE!!! </form> </div> <script type="text/javascript"> // GENERAL SUGGESTIONS ABOUT WRITING THIS PROGRAM: // You should test your program before you've finished writing all of the // functions. The newGame, startLevel, and update functions should be your // first priority since they're all involved in displaying the initial state // of the game board. // // Next, work on putting together the control panel for the game so that you // can begin to interact with it. Your next goal should be to get the move // function working so that everything else can be testable. Note that all nine // of the movement buttons (including the pass button) should call the move // function when they are clicked, just with different parameters. // // All the remaining functions can be completed in pretty much any order, and // you'll see the game gradually improve as you write the functions. // // Just remember to keep your cool when writing this program. There are a // bunch of functions to write, but as long as you stay focused on the function // you're writing, each individual part is not that hard. // These variables specify the number of rows and columns in the game board. // Use these variables instead of hard coding the number of rows and columns // in your loops, etc. // i.e. Write: // for(i = 0; i < NUM_ROWS; i++) ... // not: // for(i = 0; i < 15; i++) ... var NUM_ROWS = 15; var NUM_COLS = 25; // Scene is arguably the most important variable in this whole program. It // should be set up as a two-dimensional array (with NUM_ROWS rows and // NUM_COLS columns). This represents the game board, with the scene[i][j] // representing what's in row i, column j. In particular, the entries should // be: // // "." for empty space // "R" for a robot // "S" for a scrap pile // "H" for the hero var scene; // These variables represent the row and column of the hero's location, // respectively. These are more of a conveniece so you don't have to search // for the "H" in the scene array when you need to know where the hero is. var heroRow; var heroCol; // These variables keep track of various aspects of the gameplay. // score is just the number of robots destroyed. // screwdrivers is the number of sonic screwdriver charges left. // fastTeleports is the number of fast teleports remaining. // level is the current level number. // Be sure to reset all of these when a new game starts, and update them at the // appropriate times. var score; var screwdrivers; var fastTeleports; var level; // This function should use a sonic screwdriver if there are still charges // left. The sonic screwdriver turns any robot that is in one of the eight // squares immediately adjacent to the hero into scrap. If there are no charges // left, then this function should instead pop up a dialog box with the message // "Out of sonic screwdrivers!". As with any function that alters the game's // state, this function should call the update function when it has finished. // // Your "Sonic Screwdriver" button should call this function directly. function screwdriver() { // WRITE THIS FUNCTION } // This function should move the hero to a randomly selected location if there // are still fast teleports left. This function MUST NOT move the hero on to // a square that is already occupied by a robot or a scrap pile, although it // can move the hero next to a robot. The number of fast teleports should also // be decreased by one. If there are no fast teleports left, this function // should just pop up a message box saying so. As with any function that alters // the game's state, this function should call the update function when it has // finished. // // HINT: Have a loop that keeps trying random spots until a valid one is found. // HINT: Use the validPosition function to tell if a spot is valid // // Your "Fast Teleport" button s

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  • collsion issues with quadtree [on hold]

    - by QuantumGamer
    So i implemented a Quad tree in Java for my 2D game and everything works fine except for when i run my collision detection algorithm, which checks if a object has hit another object and which side it hit.My problem is 80% of the time the collision algorithm works but sometimes the objects just go through each other. Here is my method: private void checkBulletCollision(ArrayList object) { quad.clear(); // quad is the quadtree object for(int i=0; i < object.size();i++){ if(object.get(i).getId() == ObjectId.Bullet) // inserts the object into quadtree quad.insert((Bullet)object.get(i)); } ArrayList<GameObject> returnObjects = new ArrayList<>(); // Uses Quadtree to determine to calculate how many // other bullets it can collide with for(int i=0; i < object.size(); i++){ returnObjects.clear(); if(object.get(i).getId() == ObjectId.Bullet){ quad.retrieve(returnObjects, object.get(i).getBoundsAll()); for(int k=0; k < returnObjects.size(); k++){ Bullet bullet = (Bullet) returnObjects.get(k); if(getBoundsTop().intersects(bullet.getBoundsBottom())){ vy = speed; bullet.vy = -speed; } if(getBoundsBottom().intersects(bullet.getBoundsTop())){ vy = -speed; bullet.vy = speed; } if(getBoundsLeft().intersects(bullet.getBoundsRight())){ vx =speed; bullet.vx = -speed; } if(getBoundsRight().intersects(bullet.getBoundsLeft())){ vx = -speed; bullet.vx = speed; } } } } } Any help would be appreciated. Thanks in advance.

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  • How do I make an on-screen HUD in libgdx?

    - by Devin Carless
    I'm new to libgdx, and I am finding I am getting stumped by the simplest of things. It seems to want me to do things a specific way, but the documentation won't tell me what that is. I want to make a very simple 2d game in which the player controls a spaceship. The mouse wheel will zoom in and out, and information and controls are displayed on the screen. But I can't seem to make the mouse wheel NOT zoom the UI. I've tried futzing with the projection matrices in between Here's my (current) code: public class PlayStage extends Stage { ... public void draw() { // tell the camera to update its matrices. camera.update(); // tell the SpriteBatch to render in the // coordinate system specified by the camera. spriteBatch.setProjectionMatrix(camera.combined); spriteBatch.begin(); aButton.draw(spriteBatch, 1F); playerShip.draw(spriteBatch, 1F); spriteBatch.end(); } } camera.zoom is set by scrolled(int amount). I've tried about a dozen variations on the theme of changing the camera's projection matrix after the button is drawn but before the ship is, but no matter what I do, the same things happen to both the button and the ship. So: What is the usual libgdx way of implementing an on-screen UI that isn't transformed by the camera's projection matrix/zoom?

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  • Need help transforming DirectX 9 skybox hlsl shader to DirectX 11

    - by J2V
    I am in the middle of implementing a skybox to my game. I have been following this tutorial http://rbwhitaker.wikidot.com/skyboxes-2. I am using MonoGame as a framework and in order to support both Windows and Windows 8 metro I need to compile the shader with pixel and vertex shader 4. compile vs_4_0_level_9_1 compile ps_4_0_level_9_1 However some of the hlsl syntax has been updated with DX10 and DX11. I need to update this hlsl code: float4x4 World; float4x4 View; float4x4 Projection; float3 CameraPosition; Texture SkyBoxTexture; samplerCUBE SkyBoxSampler = sampler_state { texture = <SkyBoxTexture>; magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = Mirror; AddressV = Mirror; }; struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float3 TextureCoordinate : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4 worldPosition = mul(input.Position, World); float4 viewPosition = mul(worldPosition, View); output.Position = mul(viewPosition, Projection); float4 VertexPosition = mul(input.Position, World); output.TextureCoordinate = VertexPosition - CameraPosition; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { return texCUBE(SkyBoxSampler, normalize(input.TextureCoordinate)); } technique Skybox { pass Pass1 { VertexShader = compile vs_2_0 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I quess I need to change Texture into TextureCube, change sampler, swap texCUBE() with TextureCube.Sample() and change PixelShader return semantic to SV_Target0. I'm very new in shader languages and any help is appreciated!

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  • Convert OpenGL code to DirectX

    - by Fredrik Boston Westman
    First of all, this is kind of a follow up question on @byte56 excellent anwser on this question concerning picking algorithms. I'm trying to convert one of his code examples to directX 11 however I have run into some problems ( I can pick but the picking is way off), and I wanted to make sure I had done it right before moving on and checking the rest of my code. I am not that familiar with openGl but I can imagine openGl has different coordinations systems, and functions that alters how you must implement to code a bit. The getPickRay function on the answer linked is what I'm trying to convert. This is the part of my code that I think is giving me trouble when converting from openGl to directX Because I'm unsure on how their different coordination systems differs from one another. PRVecX = ((( 2.0f * mouseX) / ClientWidth ) - 1 ) * tan((viewAngle)/2); PRVecY = (1-(( 2.0f * mouseY) / ClientHeight)) * tan((viewAngle)/2); Another thing that I am unsure about is this part: XMVECTOR worldSpaceNear = XMVector3TransformCoord(cameraSpaceNear, invMat); XMVECTOR worldSpaceFar = XMVector3TransformCoord(cameraSpaceFar, invMat); A couple of notes: The mouse coordinates are already converted so that the top left corner of the client window would be (0,0) and the bottom right (800,600) ( or whatever resolution you would have) The viewAngle is the same angle that I used when setting the camera view with XMMatrixPerspectiveFovLH. I removed the variables aspectRatio and zoomFactor because I assumed that they were related to some specific function of his game. To summarize it up to questions : Does the openGL coordination system differ in such a way that this equation in the first of my code examples wouldn't be valid when used in DirectX 11 ( with its respective screen coordination system)? Is the openGL method Matrix4f.transform(a, b, c) equal to the directX method c = XMVector3TransformCoord(b,a)? (where a is a matrix and b,c are vectors). Because I know when it comes to matrices order is important.

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  • How to properly scroll a 2D tilemap?

    - by Sri Harsha Chilakapati
    Hello and I'm trying to make my own game engine in Java. I have completed all the necessary ones but I can't figure it out with the TileGame class. It just can't scroll. Also there are no exceptions. Here I'm listing the code. TileGame.java @Override public void draw(Graphics2D g) { if (back!=null){ back.render(g); } if (follower!=null){ follower.render(g); follower.draw(g); } for (int i=0; i<actors.size(); i++){ Actor actor = actors.get(i); if (actor!=follower&&getVisibleRect().intersects(actor.getBounds())){ g.drawImage(actor.getAnimation().getFrameImage(), actor.x - OffSetX, actor.y - OffSetY, null); actor.draw(g); } } } /** * This method returns the visible rectangle * @return The visible rectangle */ public Rectangle getVisibleRect(){ return new Rectangle(OffSetX, OffSetY, global.WIDTH, global.HEIGHT); } @Override public void update(){ if (follower!=null){ if (scrollHorizontally){ OffSetX = global.WIDTH/2 - Math.round((float)follower.x) - tileSize; OffSetX = Math.min(OffSetX, 0); OffSetX = Math.max(OffSetX, global.WIDTH - mapWidth); } if (scrollVertically){ OffSetY = global.HEIGHT/2 - Math.round((float)follower.y) - tileSize; OffSetY = Math.min(OffSetY, 0); OffSetY = Math.max(OffSetY, global.HEIGHT - mapHeight); } } for (int i=0; i<actors.size(); i++){ Actor actor1 = actors.get(i); if (getVisibleRect().contains(actor1.x, actor1.y)){ actor1.update(); for (int j=0; j<actors.size(); j++){ Actor actor2 = actors.get(j); if (actor1.isCollidingWith(actor2)){ actor1.collision(actor2); actor2.collision(actor1); } } } } } but the problem is that all the actors are working, but it just won't scroll. Help Please.. Thanks in Advance.

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  • Type Object does not support slicing Unity3D

    - by Vish
    I am getting the following error in my code and I can't seem to understand why. Can anyone help me with it? This is my current code. The line causing the error is marked in a comment near the end. var rows : int = 4; var cols : int = 4; var totalCards : int = cols * rows; var matchesNeedToWin : int = totalCards * 0.5; var matchesMade : int = 0; var cardW : int = 100; var cardH : int = 100; var aCards : Array; var aGrid : Array; // This Array will store the two cards that the player flipped var aCardsFlipped : ArrayList; // To prevent player from clicking buttons when we don't want him to var playerCanClick : boolean; var playerHasWon : boolean = false; class Card extends System.Object { var isFaceUp : boolean = false; var isMatched : boolean = false; var img : String; function Card () { img = "robot"; } } function Start () { var i : int = 0; var j : int = 0; playerCanClick = true; aCards = new Array (); aGrid = new Array (); aCardsFlipped = new ArrayList (); for ( i = 0; i < rows; i++) { aGrid [i] = new Array (); for (j = 0; j < cols; cols++ ) { aGrid [i] [j] = new Card (); // <------ Error over here } } } function Update () { Debug.Log("Game Screen has loaded"); } The error states as follows: Error BCE0048: Type 'Object' does not support slicing. (BCE0048) (Assembly-UnityScript)

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  • Box 2d basic questions

    - by philipp
    I am a bit new to box2d and I am developing an game with type and letters. I am using an svg font and generate the box2d bodies direct from the glyphs path definition, using the convex hull of them. I also have an decomposition routine the decomposes this hull if necessary. All this it is more or less working, except that I got some strange errors which definitely are caused by the scale factors. The problem is caused by two factors: first: the world scale of box2d, second: the the precision of curve-approximation of the glyph vectors. So through scaling down the input vertices for box2d, it happens that they become equal caused by numerical precision, what causes errors in box2d. Through scaling the my glyphs a bit up, this goes away. I also goes away if I chose a different world scale factor, but this slows down the whole animation quite much! So if my view port is about 990px * 600px and i want to animate Glyphs in box2d which should have a size from about 50px * 50px up to 300px * 300px, which scale factor of the b2world should i choose? How small should the smallest distance from on vertex to another be, while approximating the glyph vectors? Thanks for help greetings philipp EDIT:: I continued reading the docs of box2d and after rethinking of the units system, which is designed to handle object from 0.1 up to 10 meters, I calculated a scale factor of 75. So Objects 600px width will are 8 meters wide in box2d and even small objects of about 20px width will become 0.26 meters width in box2d. I will go on trying with this values, but if there is somebody out there who could give me a clever advice i would be happy!

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  • Flixel - Animated Tilemaps

    - by nospoone
    I am using Flixel 2.55 and I am trying to animate a tilemap. I found this piece of code that apparently enables the use of sprites as tiles. From what I understand, this loops over the tilemap's graphic and replaces the tile's pixels with the sprite's pixels each time they change. I have implemented the class and it's working, but not completely; the tiles get replaced, but do not animate unless the camera moves. Here's the relevant parts from LevelLoader.as, which only instantiates the AnimatedTilemaps (piece of code from forum) and pushes sprites to the array. // AnimatedTile is just an extended FlxSprite private var _waterTop1:AnimatedTile; // Create ground tilemap _groundTilemap = new AnimatedTilemap(); _groundTilemap.loadMap(_rawXML.Ground, Assets.OverworldGround, 8, 8); FlxG.state.add(_groundTilemap); _waterTop1 = new AnimatedTile(8, 8, Assets.WaterTop, 100); // .Animate only adds and plays an animation, with a startAtFrame param. _waterTop1.Animate('run', [0...47], 10, true, 0); Now, it seems as though the sprites are updating. I tried tracing the update()s, and they are running for both the sprites and the tilemap. The sprites are even changing frames. Using only AnimatedTiles and hard placing them (giving a x and y) works and animates. What troubles me is that they only update when the camera moves. I've been on this for a week now and can't seem to put my finger on what's wrong. I am also open to other solutions to have animates tiles in a tilemap. If other details are needed, just ask. PS: Sorry for my english, I am not a native speaker...

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  • How to implement friction in a physics engine based on "Advanced Character Physics"

    - by paldepind
    I have implemented a physics engine based on the concepts in the classic text Advanced Character Physics by Thomas Jakobsen. Friction is only discussed very briefly in the article and Jakobsen himself notes how "other and better friction models than this could and should be implemented." Generally how could one implement a believable friction model on top of the concepts from the mentioned article? And how could the found friction be translated into rotation on a circle? I do not want this question to be about my specific implementation but about how to combine Jakobsens ideas with a great friction system more generally. But here is a live demo showing the current state of my engine which does not handle friction in any way: http://jsfiddle.net/Z7ECB/embedded/result/ Below is a picture showing and example on how collision detection could work in an engine based in the paper. In the Verlet integration the current and previous position is always stored. Based on these a new position is calculated. In every frame I calculate the distance between the circles and the lines. If this distance is less than a circles radius a collision has occurred and the circle is projected perpendicular out of the offending line according to the size of the overlap (offset on the picture). Velocity is implicit due to Verlet integration so changing position also changes the velocity. What I need to do know is to somehow determine the amount of friction on the circle and move it backwards parallel to the line in order to reduce its speed.

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  • Tile Engine - Procedural generation, Data structures, Rendering methods - A lot of effort question!

    - by Trixmix
    Isometric Tile and GameObject rendering. To achive the desired looking game I need to take into consideration which tiles need to be drawn first and which last. What I used is a Object that is TileRenderQueue that you would give it a tile list and it will give you a queue on which ones to draw based on their Z coordinate, so that if the Z is higher then it needs to be drawn last. Now if you read above you would know that I want the location data to instead of being stored in the tile instance i want it to be that the index in the array is the location. and then maybe based on the array i could draw the tiles instead of taking a long time in for looping and ordering them by Z. This is the hardest part for me. It's hard for me to find a simple solution to the which one to draw when problem. Also there is the fact that if the X is larger than the gameobject where the X is larger needs to be drawn over the rest of the tiles and so on. Here is an example: All the parts work together to create an efficient engine so its important to me that you would answer all of the parts. I hope you will work on the answers hard just as much that I worked on this question! If there is any unclear part tell me so in the comments! Thanks for the help!

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  • Starting a Java activity in Unity3d Android

    - by Matthew Pavlinsky
    I wrote a small Java activity extension of UnityPlayerActivity similar to what is described in the Unity docs. It has a method for displaying a song picking interface using an ACTION_GET_CONTENT intent. I start this activity using startActivityForResult() and it absolutely kills the performance of my Unity game when it is finished, it drops to about .1 FPS afterwords. I've changed removed the onActivityResult function and even tried starting the activity from inside an onKeyDown event in Java to make sure my method of starting the activity from Unity was not the problem. Heres the code in a basic sense: package com.company.product; import com.unity3d.player.UnityPlayerActivity; import com.unity3d.player.UnityPlayer; import android.os.Bundle; import android.util.Log; import android.content.Intent; public class SongPickerActivity extends UnityPlayerActivity { private Intent myIntent; final static int PICK_SONG = 1; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); Log.i("SongPickerActivity", "OnCreate"); myIntent = new Intent(Intent.ACTION_GET_CONTENT); myIntent.setType("audio/*"); } public void Pick() { Log.i("SongPickerActivity", "Pick"); startActivityForResult(myIntent, PICK_SONG); } @Override protected void onActivityResult(int requestCode, int resultCode, Intent data) { super.onActivityResult(requestCode, resultCode, data); } } This is causing me a bit more of a headache than it should and I would be thankful for any sort of advice. Does anyone have any experience with using custom activities in Unity Android or any insight on why this is happening or how to resolve this?

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  • Point of contact of 2 OBBs?

    - by Milo
    I'm working on the physics for my GTA2-like game so I can learn more about game physics. The collision detection and resolution are working great. I'm now just unsure how to compute the point of contact when I hit a wall. Here is my OBB class: public class OBB2D { private Vector2D projVec = new Vector2D(); private static Vector2D projAVec = new Vector2D(); private static Vector2D projBVec = new Vector2D(); private static Vector2D tempNormal = new Vector2D(); private Vector2D deltaVec = new Vector2D(); // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(float centerx, float centery, float w, float h, float angle) { for(int i = 0; i < corner.length; ++i) { corner[i] = new Vector2D(); } for(int i = 0; i < axis.length; ++i) { axis[i] = new Vector2D(); } set(centerx,centery,w,h,angle); } public OBB2D(float left, float top, float width, float height) { for(int i = 0; i < corner.length; ++i) { corner[i] = new Vector2D(); } for(int i = 0; i < axis.length; ++i) { axis[i] = new Vector2D(); } set(left + (width / 2), top + (height / 2),width,height,0.0f); } public void set(float centerx,float centery,float w, float h,float angle) { float vxx = (float)Math.cos(angle); float vxy = (float)Math.sin(angle); float vyx = (float)-Math.sin(angle); float vyy = (float)Math.cos(angle); vxx *= w / 2; vxy *= (w / 2); vyx *= (h / 2); vyy *= (h / 2); corner[0].x = centerx - vxx - vyx; corner[0].y = centery - vxy - vyy; corner[1].x = centerx + vxx - vyx; corner[1].y = centery + vxy - vyy; corner[2].x = centerx + vxx + vyx; corner[2].y = centery + vxy + vyy; corner[3].x = centerx - vxx + vyx; corner[3].y = centery - vxy + vyy; this.center.x = centerx; this.center.y = centery; this.angle = angle; computeAxes(); extents.x = w / 2; extents.y = h / 2; computeBoundingRect(); } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0].x = corner[1].x - corner[0].x; axis[0].y = corner[1].y - corner[0].y; axis[1].x = corner[3].x - corner[0].x; axis[1].y = corner[3].y - corner[0].y; // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { float l = axis[a].length(); float ll = l * l; axis[a].x = axis[a].x / ll; axis[a].y = axis[a].y / ll; origin[a] = corner[0].dot(axis[a]); } } public void computeBoundingRect() { boundingRect.left = JMath.min(JMath.min(corner[0].x, corner[3].x), JMath.min(corner[1].x, corner[2].x)); boundingRect.top = JMath.min(JMath.min(corner[0].y, corner[1].y),JMath.min(corner[2].y, corner[3].y)); boundingRect.right = JMath.max(JMath.max(corner[1].x, corner[2].x), JMath.max(corner[0].x, corner[3].x)); boundingRect.bottom = JMath.max(JMath.max(corner[2].y, corner[3].y),JMath.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(rect.centerX(),rect.centerY(),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } public void moveTo(float centerx, float centery) { float cx,cy; cx = center.x; cy = center.y; deltaVec.x = centerx - cx; deltaVec.y = centery - cy; for (int c = 0; c < 4; ++c) { corner[c].x += deltaVec.x; corner[c].y += deltaVec.y; } boundingRect.left += deltaVec.x; boundingRect.top += deltaVec.y; boundingRect.right += deltaVec.x; boundingRect.bottom += deltaVec.y; this.center.x = centerx; this.center.y = centery; computeAxes(); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center.x,center.y,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center.x,center.y,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } public static float distance(float ax, float ay,float bx, float by) { if (ax < bx) return bx - ay; else return ax - by; } public Vector2D project(float ax, float ay) { projVec.x = Float.MAX_VALUE; projVec.y = Float.MIN_VALUE; for (int i = 0; i < corner.length; ++i) { float dot = Vector2D.dot(corner[i].x,corner[i].y,ax,ay); projVec.x = JMath.min(dot, projVec.x); projVec.y = JMath.max(dot, projVec.y); } return projVec; } public Vector2D getCorner(int c) { return corner[c]; } public int getNumCorners() { return corner.length; } public static float collisionResponse(OBB2D a, OBB2D b, Vector2D outNormal) { float depth = Float.MAX_VALUE; for (int i = 0; i < a.getNumCorners() + b.getNumCorners(); ++i) { Vector2D edgeA; Vector2D edgeB; if(i >= a.getNumCorners()) { edgeA = b.getCorner((i + b.getNumCorners() - 1) % b.getNumCorners()); edgeB = b.getCorner(i % b.getNumCorners()); } else { edgeA = a.getCorner((i + a.getNumCorners() - 1) % a.getNumCorners()); edgeB = a.getCorner(i % a.getNumCorners()); } tempNormal.x = edgeB.x -edgeA.x; tempNormal.y = edgeB.y - edgeA.y; tempNormal.normalize(); projAVec.equals(a.project(tempNormal.x,tempNormal.y)); projBVec.equals(b.project(tempNormal.x,tempNormal.y)); float distance = OBB2D.distance(projAVec.x, projAVec.y,projBVec.x,projBVec.y); if (distance > 0.0f) { return 0.0f; } else { float d = Math.abs(distance); if (d < depth) { depth = d; outNormal.equals(tempNormal); } } } float dx,dy; dx = b.getCenter().x - a.getCenter().x; dy = b.getCenter().y - a.getCenter().y; float dot = Vector2D.dot(dx,dy,outNormal.x,outNormal.y); if(dot > 0) { outNormal.x = -outNormal.x; outNormal.y = -outNormal.y; } return depth; } public Vector2D getMoveDeltaVec() { return deltaVec; } }; Thanks!

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  • Implementing a wrapping wire (like the Worms Ninja Rope) in a 2D physics engine

    - by Andrew Russell
    I've been trying out some rope-physics recently, and I've found that the "standard" solution - making a rope from a series of objects strung together with springs or joints - is unsatisfying. Especially when rope swinging is relevant to gameplay. I don't really care about a rope's ability to wrap up or sag (this can be faked for visuals anyway). For gameplay, what is important is the ability for the rope to wrap around the environment and then subsequently unwrap. It doesn't even have to behave like rope - a "wire" made up of straight line segments would do. Here's an illustration: This is very similar to the "Ninja Rope" from the game Worms. Because I'm using a 2D physics engine - my environment is made up of 2D convex polygons. (Specifically I am using SAT in Farseer.) So my question is this: How would you implement the "wrapping" effect? It seems pretty obvious that the wire will be made up of a series of line segments that "split" and "join". And the final (active) segment of that line, where the moving object attaches, will be a fixed-length joint. But what is the maths / algorithm involved for determining when and where the active line segment needs to be split? And when it needs to be joined with the previous segment? (Previously this question also asked about doing this for a dynamic environment - I've decided to split that off into other questions.)

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  • Why / how does XNA's right-handed coordinate system effect anything if you can specify near/far Z values?

    - by vargonian
    I am told repeatedly that XNA Game Studio uses a right-handed coordinate system, and I understand the difference between a right-handed and left-handed coordinate system. But given that you can use a method like Matrix.CreateOrthographicOffCenter to create your own custom projection matrix, specifying the left, right, top, bottom, zNear and zFar values, when does XNA's coordinate system come into play? For example, I'm told that in a right-handed coordinate system, increasingly negative Z values go "into" the screen. But I can easily create my projection matrix like this: Matrix.CreateOrthographicOffCenter(left, right, bottom, top, 0.1f, 10000f); I've now specified a lower value for the near Z than the far Z, which, as I understand it, means that positive Z now goes into the screen. I can similarly tweak the values of left/right/top/bottom to achieve similar results. If specifying a lower zNear than zFar value doesn't affect the Z direction of the coordinate system, what does it do? And when is the right-handed coordinate system enforced? The reason I ask is that I'm trying to implement a 2.5D camera that supports zooming and rotation, and I've spent two full days encountering one unexpected result after another.

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  • Cocos2d-x CCFollow Zooming issue

    - by blakey87
    Hi I am currently building a cocos2d-x game which incorporates pinch zoom using CCLayerPanZoom class which can be found here The problem is basically when using CCFollow and zooming and out, it does'nt zoom on the actually followed node, so the camera appears to zoom towards the bottom left corner of the screen, when I would rather it zoom centrally on the followed node. If I could resolve this I would pretty darn happy. I converted a fix from the cocos2d objective C version in the CCfollow class to cocos2d-x which improved the issue,but if you look at the post in latter link you will see the guy is having the exact same problem, he gave up on fixing it sadly. I think its close but I don't really know what going on, hopefully someone out there has already faced and fixed this problem. My converted code is below. CCPoint p1 = ccpMult(m_obHalfScreenSize, m_pTarget->getScale() ); CCPoint p2 = ccpMult(m_pobFollowedNode->getPosition(), m_pTarget->getScale() ); CCPoint offect = ccpMult(ccpSub(p1, m_obHalfScreenSize), 0.5f); CCPoint tempPos = ccpAdd(ccpSub(p1, p2), offect); m_pTarget->setPosition(ccp(clampf(tempPos.x,m_fLeftBoundary,m_fRightBoundary), clampf(tempPos.y,m_fBottomBoundary,m_fTopBoundary))); I have attached before and after to hopefully make things more clear.

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  • Best way to start in C# and Raknet?

    - by cad
    I am trying to learn Raknet from C# and I found it extremely confusing. Raknet tutorial seems to work easy and nice in C++. I have already make some chat server code from tutorial. But I am looking to do something similar in C# and I find a mess. - Seems that I need to compile raknet using SWIG to have like an interface? - Also I have found a project called raknetdotnet but seems abandoned..(http://code.google.com/p/raknetdotnet/) So my main question is what is the best way to code in C# using raknet? As secondary questions: Anyone can recomend me good tutorial in raknet AND c#? Is there any sample C# code that I can download? I have readed lot of pages but I didn't get anything clear so I hope someone that has lived this before can help me. Thanks PD: Maybe raknet is obsolete (I find a lot of code and posts from 2007) and there is a better tool to achieve what I want. (I am interested in making a game with a dedicated server.)

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  • How to programatically retarget animations from one skeleton to another?

    - by Fraser
    I'm trying to write code to transfer animations that were designed for one skeleton to look correct on another skeleton. The source animations consist only of rotations except for translations on the root (they're the mocap animations from the CMU motion capture database). Many 3D applications (eg Maya) have this facility built-in, but I'm trying to write a (very simple) version of it for my game. I've done some work on bone mapping, and because the skeletons are hierarchically similar (bipeds), I can do 1:1 bone mapping for everything but the spine (can work on that later). The problem, however, is that the base skeleton/bind poses are different, and the bones are different scales (shorter/longer), so if I just copy the rotation straight over it looks very strange: I've tried multiplying by the original bone's absolute rotation, then by the inverse of the target, and vice-versa... kind of a shot in the dark, and indeed it didn't work. (Tried relative transformations too)... I'm not sure where to go from here, so if anyone has any resources on stuff like this (papers, source code, etc), that would be really helpful. Thanks!

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  • How can one compile Darwinia under Linux?

    - by Tobias Kienzler
    Introversion is now offering the Darwinia+Multiwinia source for sale, stating Note: You will need Windows and Visual Studio 2008 to build the games. We have tested that the code compiles correctly on the PC, but you will need to put some effort in to compile for Mac / Linux. There is no Xbox code in this release. Has anyone put this effort in already? The best answer would (be yes and) mention modifications that had to be done (also mentioning the distribution used), the second-to-best would explain why it doesn't work right now. Since I haven't bought the source pack I'm relying on up-votes as confirmation, so please comment on answers if something doesn't work or has to be modified e.g. for another Linux distribution. I'm currently using Ubuntu 8.04, but 10.04 or e.g. Gentoo would be a choice, too. EDIT: Clarification: The intention is to make a new game with that engine, but since this question is a prerequisite, it seems suitable here. UPDATE It is a bit off topic, but for those interested, Introversion added the source code of Uplink, Darwinia, Multiwinia and DEFCON to The Humble Introversion Bundle, so don't miss it!

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  • Isometric displaying two different images in different positions

    - by Canvas
    I'm creating a simple Isometric game using HTML5 and Javascript, but I can't seem to get the display to work, at the moment i have 9 tiles that have X and Y positions and the player has a X and Y position, the players X and Y properties are set to 100, and the tiles are as shown tiles[0] = new Array(3); tiles[1] = new Array(3); tiles[2] = new Array(3); tiles[0][0] = new point2D( 100, 100); tiles[0][1] = new point2D( 160, 100); tiles[0][2] = new point2D( 220, 100); tiles[1][0] = new point2D( 100, 160); tiles[1][1] = new point2D( 160, 160); tiles[1][2] = new point2D( 220, 160); tiles[2][0] = new point2D( 100, 220); tiles[2][1] = new point2D( 160, 220); tiles[2][2] = new point2D( 220, 220); Now I use this method to work out the isometric position function twoDToIso( point ) { var cords = point2D; cords.x = point.x - point.y; cords.y = (point.x + point.y) / 2; return cords; } point2D is function point2D( x, y) { this.x = x; this.y = y; } Now this i'm sure does work out the correct positioning, but here is the output Isometric view I just need to move my player position a tiny bit, but is that the best way to display my player position in the right position? Canvas P.S. the tile width is 120 and height is 60 and the player is width 30 by height 15

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