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  • What is wrong with my Dot Product? [Javascript]

    - by Clay Ellis Murray
    I am trying to make a pong game but I wanted to use dot products to do the collisions with the paddles, however whenever I make a dot product objects it never changes much from .9 this is my code to make vectors vector = { make:function(object){ return [object.x + object.width/2,object.y + object.height/2] }, normalize:function(v){ var length = Math.sqrt(v[0] * v[0] + v[1] * v[1]) v[0] = v[0]/length v[1] = v[1]/length return v }, dot:function(v1,v2){ return v1[0] * v2[0] + v1[1] * v2[1] } } and this is where I am calculating the dot in my code vector1 = vector.normalize(vector.make(ball)) vector2 = vector.normalize(vector.make(object)) dot = vector.dot(vector1,vector2) Here is a JsFiddle of my code currently the paddles don't move. Any help would be greatly appreciated

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  • MVC Pattern, ViewModels, Location of conversion.

    - by Pino
    I've been working with ASP.Net MVC for around a year now and have created my applications in the following way. X.Web - MVC Application Contains Controller and Views X.Lib - Contains Data Access, Repositories and Services. This allows us to drop the .Lib into any application that requires it. At the moment we are using Entity Framework, the conversion from EntityO to a more specific model is done in the controller. This set-up means if a service method returns an EntityO and then the Controller will do a conversion before the data is passed to a view. I'm interested to know if I should move the conversion to the Service so that the app doesn't have Entity Objects being passed around.

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  • When to detect collisions in game loop

    - by Ciaran
    My game loop uses a fixed time step to do "physics" updates, say every 20 ms. In here I move objects. I draw frames as frequently as possible. I work out a value between 0 and 1 to represent the proportion of the physics tick that is complete and interpolate between the previous and current physics state before drawing. It results in a smoother game assuming the frame rate is higher than the physics update rate. I am currently doing the collision detection in the physics update routine. I was wondering should it instead take place in the interpolated draw routine where the positions match what the user sees? Collisions can result in explosions by the way.

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  • Deploying Data Mining Models using Model Export and Import, Part 2

    - by [email protected]
    In my last post, Deploying Data Mining Models using Model Export and Import, we explored using DBMS_DATA_MINING.EXPORT_MODEL and DBMS_DATA_MINING.IMPORT_MODEL to enable moving a model from one system to another. In this post, we'll look at two distributed scenarios that make use of this capability and a tip for easily moving models from one machine to another using only Oracle Database, not an external file transport mechanism, such as FTP. The first scenario, consider a company with geographically distributed business units, each collecting and managing their data locally for the products they sell. Each business unit has in-house data analysts that build models to predict which products to recommend to customers in their space. A central telemarketing business unit also uses these models to score new customers locally using data collected over the phone. Since the models recommend different products, each customer is scored using each model. This is depicted in Figure 1.Figure 1: Target instance importing multiple remote models for local scoring In the second scenario, consider multiple hospitals that collect data on patients with certain types of cancer. The data collection is standardized, so each hospital collects the same patient demographic and other health / tumor data, along with the clinical diagnosis. Instead of each hospital building it's own models, the data is pooled at a central data analysis lab where a predictive model is built. Once completed, the model is distributed to hospitals, clinics, and doctor offices who can score patient data locally.Figure 2: Multiple target instances importing the same model from a source instance for local scoring Since this blog focuses on model export and import, we'll only discuss what is necessary to move a model from one database to another. Here, we use the package DBMS_FILE_TRANSFER, which can move files between Oracle databases. The script is fairly straightforward, but requires setting up a database link and directory objects. We saw how to create directory objects in the previous post. To create a database link to the source database from the target, we can use, for example: create database link SOURCE1_LINK connect to <schema> identified by <password> using 'SOURCE1'; Note that 'SOURCE1' refers to the service name of the remote database entry in your tnsnames.ora file. From SQL*Plus, first connect to the remote database and export the model. Note that the model_file_name does not include the .dmp extension. This is because export_model appends "01" to this name.  Next, connect to the local database and invoke DBMS_FILE_TRANSFER.GET_FILE and import the model. Note that "01" is eliminated in the target system file name.  connect <source_schema>/<password>@SOURCE1_LINK; BEGIN  DBMS_DATA_MINING.EXPORT_MODEL ('EXPORT_FILE_NAME' || '.dmp',                                 'MY_SOURCE_DIR_OBJECT',                                 'name =''MY_MINING_MODEL'''); END; connect <target_schema>/<password>; BEGIN  DBMS_FILE_TRANSFER.GET_FILE ('MY_SOURCE_DIR_OBJECT',                               'EXPORT_FILE_NAME' || '01.dmp',                               'SOURCE1_LINK',                               'MY_TARGET_DIR_OBJECT',                               'EXPORT_FILE_NAME' || '.dmp' );  DBMS_DATA_MINING.IMPORT_MODEL ('EXPORT_FILE_NAME' || '.dmp',                                 'MY_TARGET_DIR_OBJECT'); END; To clean up afterward, you may want to drop the exported .dmp file at the source and the transferred file at the target. For example, utl_file.fremove('&directory_name', '&model_file_name' || '.dmp');

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  • XNA Deferred Shading, Replace BasicEffect

    - by Alex
    I have implemented deferred shading in my XNA 4.0 project, meaning that I need all objects to start out with the same shader "RenderGBuffer.fx". How can I use a custom Content Processor to: Not load any textures by default (I want to manually do this) Use "RenderGBuffer.fx" as the default shader instead of BasicEffect Below is the progress so far public class DeferredModelProcessor : ModelProcessor { EffectMaterialContent deferredShader; public DeferredModelProcessor() { } protected override MaterialContent ConvertMaterial(MaterialContent material, ContentProcessorContext context) { deferredShader = new EffectMaterialContent(); deferredShader.Effect = new ExternalReference<EffectContent>("DeferredShading/RenderGBuffer.fx"); return context.Convert<MaterialContent, MaterialContent>(deferredShader, typeof(MaterialProcessor).Name); } }

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  • Exposing business logic as WCF service

    - by Oren Schwartz
    I'm working on a middle-tier project which encapsulates the business logic (uses a DAL layer, and serves a web application server [ASP.net]) of a product deployed in a LAN. The BL serves as a bunch of services and data objects that are invoked upon user action. At present times, the DAL acts as a separate application whereas the BL uses it, but is consumed by the web application as a DLL. Both the DAL and the web application are deployed on different servers inside organization, and since the BL DLL is consumed by the web application, it resides in the same server. The worst thing about exposing the BL as a DLL is that we lost track with what we expose. Deployment is not such a big issue since mostly, product versions are deployed together. Would you recommend migrating from DLL to WCF service? If so, why? Do you know anyone who had a similar experience?

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  • Scene Graph Traversing Techniques

    - by Bunkai.Satori
    Scene Graph seems to be the most effective way of representing the game world. The game world usually tends to be as large as the memory and device can handle. In contrast, the screen of the device captures only a fraction of the Game World/Scene Graph. Ideally, I wish to process(update and render) only the visible game objects/nodes on per-frame basis. My question therefore is, how to traverse the scene graph so, that I will focus only on the game notes that are in the camera frustum? How to organize data so that I can easily focus only on the scene graph nodes visible to me? What are techniques to minimize scenegraph traversal time? Is there such way as more effective traversal, or do I have to traverse whole scene graph on per-frame basis?

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  • How to render 2D particles as fluid?

    - by luke
    Suppose you have a nice way to move your 2D particles in order to simulate a fluid (like water). Any ideas on how to render it? This is for a 2D game, where the perspective is from the side, like this. The water will be contained in boxes that can be broken in order to let it fall down and interact with other objects. The simplest way that comes to my mind is to use a small image for each particle. I am interested in hearing more ways of rendering water.

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  • 3D rotation tool. How can I add simple extrusion?

    - by Gerve
    The 3D rotation tool is excellent but it only lets you rotate 2D objects, this means my object is wafer thin. Is there any way to add simple extrusion or depth to a symbol? I don't really want to use any 3rd party libraries like Away3D or Papervision, this is overkill for my simple 2D game. I only want to do this creating a couple motion tweens if possible. More Details: Below is what my symbol looks like (just with a bit more color). The symbol does a little 3D rotation and then flies away, it's just for something like a scoreboard within the app.

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  • Can an aggregate root hold references of members of another aggregate root?

    - by Rushino
    Hello, I know outside aggregates cant change anything inside an aggregate without passing by his root. That said i would like to know if an aggregate root can hold references of members (objects insides) of another aggregate root? (fellowing DDD rules) Example : a Calendar contain a list of phases which contain a list of sequences which contain a list of assignations Calendar is root because phases and sequences and assignations only work in context of a calendar. You also have Students and Groups of student (called groups) It is possible (fellowing DDD rules) to make Groups holding references of assignations or it need to pass by the root for accessing groups from assignations ? Thanks.

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  • Cooperator Framework

    - by csharp-source.net
    Cooperator Framework is a base class library for high performance Object Relational Mapping (ORM), and a code generation tool that aids agile application development for Microsoft .Net Framework 2.0/3.0. The main features are: * Use business entities. * Full typed Model (Data Layer and Entities) * Maintain persistence across the layers by passing specific types( .net 2.0/3.0 generics) * Business objects can bind to controls in Windows Forms and Web Forms taking advantage of data binding of Visual Studio 2005. * Supports any Primary Key defined on tables, with no need to modify it or to create a unique field. * Uses stored procedures for data access. * Supports concurrency. * Generates code both for stored procedures and projects in C# or Visual Basic. * Maintains the model in a repository, which can be modified in any stage of the development cycle, regenerating the model on demand.

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  • conventions for friend methods in Perl

    - by xenoterracide
    Perl doesn't support a friend relationship between objects, nor does it support private or protected methods. What is usually done for private methods is to prefix the name with an underscore. I occasionally have methods that I think of as friend methods. Meaning that I expect them to be used by a specific object, or an object with a specific responsibility, but I'm not sure if I should make that method public (meaning foo ) or private ( _foo ) or if there's a better convention? is there a convention for friend methods?

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  • How to make custom shaped holes in terrain

    - by Guy Ben-Moshe
    So I'm trying to create a game where you fit certain shaped objects into the hole that fits them (similar to the young children's game with different shaped blocks) in Unity 3D. I've encountered a problem, how do I make the holes in the terrain? Or what type of object should I use for making holes in? So far I've tried to make a 3d model in unity by using other cubes and planes, it just doesn't feel right. I guess I need to create a model in another software and import to unity, I don't know any other software I can use. Tips would help.

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  • DDD: Service or Repository

    - by tikhop
    I am developing an app in DDD manner. And I have a little problem with it. I have a Fare (airline fare) and FareRepository objects. And at some point I should load additional fare information and set this information to existing Fare. I guess that I need to create an Application Service (FareAdditionalInformationService) that will deal with obtaining data from the server and than update existing Fare. However, some people said me that it is necessary to use FareRepository for this problem. I don't know wich place is better for my problem Service or Repository.

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  • Photosynth Panoramic Deep Zoom Mosaic

    18 years ago Virtual Reality was all the rage remember The Lawnmower Man? 16 years ago Apple came out with QuickTime VR which changed the way people experienced panoramic photos on the web. QuickTime VR (virtual reality) (also known as QTVR) is a type of image file format supported by Apple's QuickTime. It allows the creation and viewing of photographically captured panoramas and the exploration of objects through images taken at multiple viewing angles. It functions as a plug-in for QuickTime. QuickTime...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Project Coin: JSR 334 has a Proposed Final Draft

    - by darcy
    Reaching nearly the last phase of the JCP process, JSR 334 now has a proposed final draft. There have been only a few refinements to the specification since public review: Incorporated language changes into JLS proper. Forbid combining diamond and explicit type arguments to a generic constructor. Removed unusual protocol around Throwable.addSuppressed(null) and added a new constructor to Throwable to allow suppression to be disabled. Added disclaimers that OutOfMemoryError, NullPointerException, and ArithmeticException objects created by the JVM may have suppression disabled. Added thread safely requirements to Throwable.addSuppressed and Throwable.getSuppressed. Next up is the final approval ballot; almost there!

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  • How to stop a tap event from propagating in a XNA / Silverlight game

    - by Mech0z
    I have a game with Silverlight / XNA game where text and buttons are created in Silverlight while 3d is done in XNA. The Silverlight controls are drawn ontop of the 3D and I dont want a click on a button to interact with the 3D underneath So I have private void ButtonPlaceBrick_Tap(object sender, GestureEventArgs e) { e.Handled = true; But my gesture handling on the 3d objects still runs even though I have set handled to true. private void OnUpdate(object sender, GameTimerEventArgs e) { while (TouchPanel.IsGestureAvailable) { // Read the next gesture GestureSample gesture = TouchPanel.ReadGesture(); switch (gesture.GestureType) How am I supposed to stop it from propagating?

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  • How do walls affect lighting?

    - by Milkboat
    I have been trying to implement a simple form of lighting in my 2D game. In the screenshot, I don't think it looks very good, kind of just plastered over the top of the map. How would the wall effect how the lighting is displayed? Just looking for tips on how to make my lighting look a bit better. Right now I gave each tile a light value and I change that depending on if there is a light source near by. I don't take in account if there are any objects near by. Screenshot:

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  • When should we use weak entities when modelling a database?

    - by Songo
    This is basically a question about what are weak entities? When should we use them? How should they be modeled? What is the main difference between normal entities and weak entities? Does weak entities correspond to value objects when doing Domain Driven Design? To help keep the question on topic here is an example taken from Wikipedia that people can use to answer these question: In this example OrderItem was modeled as a weak entity, but I can't understand why it can't be modeled as a normal entity. Another question is what if I want to track the order history (i.e. the changes in it status) would that be a normal or weak entity?

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  • Soda Cans Exploding Under the Stress of High Voltage [Video]

    - by Jason Fitzpatrick
    In an effort to start your Monday off in true Mad Scientist style, we bring you soda cans being decimated by thousands of volts in a “Thumper”. What is a thumper, you ask? During office hours, it’s a high-voltage testing unit most often used to stress test electric cables. In the off hours, however, the electrical engineering geeks over at The Geek Group like to shove anywhere from a few hundred to thousands of volts through unsuspecting objects to see what happens. In this installation they’re shooting high voltage through a variety of soft drink cans with an end result that sounds and looks like a cannon loaded with Mountain Dew. [via Hacked Gadgets] HTG Explains: What Is RSS and How Can I Benefit From Using It? HTG Explains: Why You Only Have to Wipe a Disk Once to Erase It HTG Explains: Learn How Websites Are Tracking You Online

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  • What exactly is UV and UVW Mapping?

    - by Michael Stum
    Trying to understand some basic 3D concepts, at the moment I'm trying to figure out how textures actually work. I know that UV and UVW mapping are techniques that map 2D Textures to 3D Objects - Wikipedia told me as much. I googled for explanations but only found tutorials that assumed that I already know what it is. From my understanding, each 3D Model is made out of Points, and several points create a face? Does each point or face have a secondary coordinate that maps to a x/y position in the 2D Texture? Or how does unwrapping manipulate the model? Also, what does the W in UVW really do, what does it offer over UV? As I understand it, W maps to the Z coordinate, but in what situation would I have different textures for the same X/Y and different Z, wouldn't the Z part be invisible? Or am I completely misunderstanding this?

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  • Writing a new programming language - when and how to bootstrap datastructures?

    - by OnResolve
    I'm in the process of writing my own programming language which, thus far, has been going great in terms of what I set out to accomplish. However, now, I'd like to bootstrap some pre-existing data structures and/or objects. My problem is that I'm not really sure on how to begin. When the compiler begins do I splice in these add-ins so their part of the scope of the application? If I make these in some core library, my concern is how I distribute the library in addition to the compiler--or are they part of the compiler? I get that there are probably a number of plausible ways to approach this, but I'm having trouble with the setting my direction. If it helps, the language is on top of the .NET core (i.e it compiles to CLR code). Any help or suggestions are very much appreciated!

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  • what is the simplest 3d software for unity?

    - by kdavis8
    Ive heard a lot about Daz studio, Poser, Maya, K-3d, Anim8or, Blender, and all the rest. My question is which one is the best choice in terms of simplicity and quality. price is not an issue really. I'm programming games in java for android mobile devices at the moment but i will eventually move onto larger platforms. I would like to utilize unity3d for the game programming itself and utilize a 3d modeling software just to create the game objects. I just need to know the best one to get started with from scratch or should i use a combination of multiple ones? Any insight for this would be great, thanks!

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  • 3DS Max exporting too many vertexes for model

    - by Juan Pablo
    I have a sample model of a cube and a buddha downloaded from internet in 3ds format which I can load correctly into my program and view them without problem, but wanted to try and create my own model. I created a simple box mesh in 3ds max, and exported it as .3ds (Converted to mesh - export as .3ds) When inspecting the .3ds file with a hex viewer, I was expecting to see 8 vertexes and 12 faces declared (as the model I downloaded from internet). But what i found was that it listed 26 vertexes, and 12 faces! And when I try to load that file with my .3ds viewer, my parser isn't detecting the face block (0x4120), which is strange because it worked for other objects downloaded from internet. Do I have to set any special property in order to export a 3ds file with minimum vertexes and a vertex-index list?

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  • How to know which fields of a record are updated in saving the edit? [closed]

    - by Luiz Maffort
    I'm recording in a log table all that is changed in a given table, so this need to know when for example the User to change the status from active to inactive. With this information I will write in my log table information of which record was changed, by whom and what was the value of old and new. If I instantiate an object before: db.Entry(chamados).State = EntityState.Modified; I can even compare, but this error appears at runtime. *An object with the same key already exists in the ObjectStateManager. The ObjectStateManager cannot track multiple objects with the same key. * Podem me ajudar por favor?

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