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  • JIRA or Trac?

    - by seedhead
    I used Atlassian JIRA for bug and issue tracking at my last job. I absolutely loved it and it was particularly easy on the eyes. My present company is using Trac instead, and while it does do all the basics, I am finding it really lacking, particularly with the inability to easily setup multiple projects and link issues. Oh, and the fact that it uses SQLLite is a bit of an issue for me to. Does anyone have any other good reasons to switch?

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  • Alpha issue with SharpDX SpriteBatch in WPF

    - by Kingdom
    .Hi devs, I'm coding a game using SharpDX in a WPF context. void Load() { sb = new SpriteBatch(GraphicsDevice); t2d = Content.Load<Texture2D>("Sprite.png"); } void Draw() { sb.Begin(); sb.Draw(t2d, new Rectangle(0, 0, 64, 64), Color.White); sb.End(); } I made Sprite.png, an object with pink color (alpha = 0%) for the background. The output show me my object but with the pink square at more or less 50% rate! So if I try to draw more sprites, it's like a little poney dream. Note If I apply Color.Black on the Draw method, the sprite is like expected :|

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  • Rounded Corners and Shadows &ndash; Dialogs with CSS

    - by Rick Strahl
    Well, it looks like we’ve finally arrived at a place where at least all of the latest versions of main stream browsers support rounded corners and box shadows. The two CSS properties that make this possible are box-shadow and box-radius. Both of these CSS Properties now supported in all the major browsers as shown in this chart from QuirksMode: In it’s simplest form you can use box-shadow and border radius like this: .boxshadow { -moz-box-shadow: 3px 3px 5px #535353; -webkit-box-shadow: 3px 3px 5px #535353; box-shadow: 3px 3px 5px #535353; } .roundbox { -moz-border-radius: 6px 6px 6px 6px; -webkit-border-radius: 6px; border-radius: 6px 6px 6px 6px; } box-shadow: horizontal-shadow-pixels vertical-shadow-pixels blur-distance shadow-color box-shadow attributes specify the the horizontal and vertical offset of the shadow, the blur distance (to give the shadow a smooth soft look) and a shadow color. The spec also supports multiple shadows separated by commas using the attributes above but we’re not using that functionality here. box-radius: top-left-radius top-right-radius bottom-right-radius bottom-left-radius border-radius takes a pixel size for the radius for each corner going clockwise. CSS 3 also specifies each of the individual corner elements such as border-top-left-radius, but support for these is much less prevalent so I would recommend not using them for now until support improves. Instead use the single box-radius to specify all corners. Browser specific Support in older Browsers Notice that there are two variations: The actual CSS 3 properties (box-shadow and box-radius) and the browser specific ones (-moz, –webkit prefixes for FireFox and Chrome/Safari respectively) which work in slightly older versions of modern browsers before official CSS 3 support was added. The goal is to spread support as widely as possible and the prefix versions extend the range slightly more to those browsers that provided early support for these features. Notice that box-shadow and border-radius are used after the browser specific versions to ensure that the latter versions get precedence if the browser supports both (last assignment wins). Use the .boxshadow and .roundbox Styles in HTML To use these two styles create a simple rounded box with a shadow you can use HTML like this: <!-- Simple Box with rounded corners and shadow --> <div class="roundbox boxshadow" style="width: 550px; border: solid 2px steelblue"> <div class="boxcontenttext"> Simple Rounded Corner Box. </div> </div> which looks like this in the browser: This works across browsers and it’s pretty sweet and simple. Watch out for nested Elements! There are a couple of things to be aware of however when using rounded corners. Specifically, you need to be careful when you nest other non-transparent content into the rounded box. For example check out what happens when I change the inside <div> to have a colored background: <!-- Simple Box with rounded corners and shadow --> <div class="roundbox boxshadow" style="width: 550px; border: solid 2px steelblue"> <div class="boxcontenttext" style="background: khaki;"> Simple Rounded Corner Box. </div> </div> which renders like this:   If you look closely you’ll find that the inside <div>’s corners are not rounded and so ‘poke out’ slightly over the rounded corners. It looks like the rounded corners are ‘broken’ up instead of a solid rounded line around the corner, which his pretty ugly. The bigger the radius the more drastic this effect becomes . To fix this issue the inner <div> also has have rounded corners at the same or slightly smaller radius than the outer <div>. The simple fix for this is to simply also apply the roundbox style to the inner <div> in addition to the boxcontenttext style already applied: <div class="boxcontenttext roundbox" style="background: khaki;"> The fixed display now looks proper: Separate Top and Bottom Elements This gets even a little more tricky if you have an element at the top or bottom only of the rounded box. What if you need to add something like a header or footer <div> that have non-transparent backgrounds which is a pretty common scenario? In those cases you want only the top or bottom corners rounded and not both. To make this work a couple of additional styles to round only the top and bottom corners can be created: .roundbox-top { -moz-border-radius: 4px 4px 0 0; -webkit-border-radius: 4px 4px 0 0; border-radius: 4px 4px 0 0; } .roundbox-bottom { -moz-border-radius: 0 0 4px 4px; -webkit-border-radius: 0 0 4px 4px; border-radius: 0 0 4px 4px; } Notice that radius used for the ‘inside’ rounding is smaller (4px) than the outside radius (6px). This is so the inner radius fills into the outer border – if you use the same size you may have some white space showing between inner and out rounded corners. Experiment with values to see what works – in my experimenting the behavior across browsers here is consistent (thankfully). These styles can be applied in addition to other styles to make only the top or bottom portions of an element rounded. For example imagine I have styles like this: .gridheader, .gridheaderbig, .gridheaderleft, .gridheaderright { padding: 4px 4px 4px 4px; background: #003399 url(images/vertgradient.png) repeat-x; text-align: center; font-weight: bold; text-decoration: none; color: khaki; } .gridheaderleft { text-align: left; } .gridheaderright { text-align: right; } .gridheaderbig { font-size: 135%; } If I just apply say gridheader by itself in HTML like this: <div class="roundbox boxshadow" style="width: 550px; border: solid 2px steelblue"> <div class="gridheaderleft">Box with a Header</div> <div class="boxcontenttext" style="background: khaki;"> Simple Rounded Corner Box. </div> </div> This results in a pretty funky display – again due to the fact that the inner elements render square rather than rounded corners: If you look close again you can see that both the header and the main content have square edges which jumps out at the eye. To fix this you can now apply the roundbox-top and roundbox-bottom to the header and content respectively: <div class="roundbox boxshadow" style="width: 550px; border: solid 2px steelblue"> <div class="gridheaderleft roundbox-top">Box with a Header</div> <div class="boxcontenttext roundbox-bottom" style="background: khaki;"> Simple Rounded Corner Box. </div> </div> Which now gives the proper display with rounded corners both on the top and bottom: All of this is sweet to be supported – at least by the newest browser – without having to resort to images and nasty JavaScripts solutions. While this is still not a mainstream feature yet for the majority of actually installed browsers, the majority of browser users are very likely to have this support as most browsers other than IE are actively pushing users to upgrade to newer versions. Since this is a ‘visual display only feature it degrades reasonably well in non-supporting browsers: You get an uninteresting square and non-shadowed browser box, but the display is still overall functional. The main sticking point – as always is Internet Explorer versions 8.0 and down as well as older versions of other browsers. With those browsers you get a functional view that is a little less interesting to look at obviously: but at least it’s still functional. Maybe that’s just one more incentive for people using older browsers to upgrade to a  more modern browser :-) Creating Dialog Related Styles In a lot of my AJAX based applications I use pop up windows which effectively work like dialogs. Using the simple CSS behaviors above, it’s really easy to create some fairly nice looking overlaid windows with nothing but CSS. Here’s what a typical ‘dialog’ I use looks like: The beauty of this is that it’s plain CSS – no plug-ins or images (other than the gradients which are optional) required. Add jQuery-ui draggable (or ww.jquery.js as shown below) and you have a nice simple inline implementation of a dialog represented by a simple <div> tag. Here’s the HTML for this dialog: <div id="divDialog" class="dialog boxshadow" style="width: 450px;"> <div class="dialog-header"> <div class="closebox"></div> User Sign-in </div> <div class="dialog-content"> <label>Username:</label> <input type="text" name="txtUsername" value=" " /> <label>Password</label> <input type="text" name="txtPassword" value=" " /> <hr /> <input type="button" id="btnLogin" value="Login" /> </div> <div class="dialog-statusbar">Ready</div> </div> Most of this behavior is driven by the ‘dialog’ styles which are fairly basic and easy to understand. They do use a few support images for the gradients which are provided in the sample I’ve provided. Here’s what the CSS looks like: .dialog { background: White; overflow: hidden; border: solid 1px steelblue; -moz-border-radius: 6px 6px 4px 4px; -webkit-border-radius: 6px 6px 4px 4px; border-radius: 6px 6px 3px 3px; } .dialog-header { background-image: url(images/dialogheader.png); background-repeat: repeat-x; text-align: left; color: cornsilk; padding: 5px; padding-left: 10px; font-size: 1.02em; font-weight: bold; position: relative; -moz-border-radius: 4px 4px 0px 0px; -webkit-border-radius: 4px 4px 0px 0px; border-radius: 4px 4px 0px 0px; } .dialog-top { -moz-border-radius: 4px 4px 0px 0px; -webkit-border-radius: 4px 4px 0px 0px; border-radius: 4px 4px 0px 0px; } .dialog-bottom { -moz-border-radius: 0 0 3px 3px; -webkit-border-radius: 0 0 3px 3px; border-radius: 0 0 3px 3px; } .dialog-content { padding: 15px; } .dialog-statusbar, .dialog-toolbar { background: #eeeeee; background-image: url(images/dialogstrip.png); background-repeat: repeat-x; padding: 5px; padding-left: 10px; border-top: solid 1px silver; border-bottom: solid 1px silver; font-size: 0.8em; } .dialog-statusbar { -moz-border-radius: 0 0 3px 3px; -webkit-border-radius: 0 0 3px 3px; border-radius: 0 0 3px 3px; padding-right: 10px; } .closebox { position: absolute; right: 2px; top: 2px; background-image: url(images/close.gif); background-repeat: no-repeat; width: 14px; height: 14px; cursor: pointer; opacity: 0.60; filter: alpha(opacity="80"); } .closebox:hover { opacity: 1; filter: alpha(opacity="100"); } The main style is the dialog class which is the outer box. It has the rounded border that serves as the outline. Note that I didn’t add the box-shadow to this style because in some situations I just want the rounded box in an inline display that doesn’t have a shadow so it’s still applied separately. dialog-header, then has the rounded top corners and displays a typical dialog heading format. dialog-bottom and dialog-top then provide the same functionality as roundbox-top and roundbox-bottom described earlier but are provided mainly in the stylesheet for consistency to match the dialog’s round edges and making it easier to  remember and find in Intellisense as it shows up in the same dialog- group. dialog-statusbar and dialog-toolbar are two elements I use a lot for floating windows – the toolbar serves for buttons and options and filters typically, while the status bar provides information specific to the floating window. Since the the status bar is always on the bottom of the dialog it automatically handles the rounding of the bottom corners. Finally there’s  closebox style which is to be applied to an empty <div> tag in the header typically. What this does is render a close image that is by default low-lighted with a low opacity value, and then highlights when hovered over. All you’d have to do handle the close operation is handle the onclick of the <div>. Note that the <div> right aligns so typically you should specify it before any other content in the header. Speaking of closable – some time ago I created a closable jQuery plug-in that basically automates this process and can be applied against ANY element in a page, automatically removing or closing the element with some simple script code. Using this you can leave out the <div> tag for closable and just do the following: To make the above dialog closable (and draggable) which makes it effectively and overlay window, you’d add jQuery.js and ww.jquery.js to the page: <script type="text/javascript" src="../../scripts/jquery.min.js"></script> <script type="text/javascript" src="../../scripts/ww.jquery.min.js"></script> and then simply call: <script type="text/javascript"> $(document).ready(function () { $("#divDialog") .draggable({ handle: ".dialog-header" }) .closable({ handle: ".dialog-header", closeHandler: function () { alert("Window about to be closed."); return true; // true closes - false leaves open } }); }); </script> * ww.jquery.js emulates base features in jQuery-ui’s draggable. If jQuery-ui is loaded its draggable version will be used instead and voila you have now have a draggable and closable window – here in mid-drag:   The dragging and closable behaviors are of course optional, but it’s the final touch that provides dialog like window behavior. Relief for older Internet Explorer Versions with CSS Pie If you want to get these features to work with older versions of Internet Explorer all the way back to version 6 you can check out CSS Pie. CSS Pie provides an Internet Explorer behavior file that attaches to specific CSS rules and simulates these behavior using script code in IE (mostly by implementing filters). You can simply add the behavior to each CSS style that uses box-shadow and border-radius like this: .boxshadow {     -moz-box-shadow: 3px 3px 5px #535353;     -webkit-box-shadow: 3px 3px 5px #535353;           box-shadow: 3px 3px 5px #535353;     behavior: url(scripts/PIE.htc);           } .roundbox {      -moz-border-radius: 6px 6px 6px 6px;     -webkit-border-radius: 6px;      border-radius: 6px 6px 6px 6px;     behavior: url(scripts/PIE.htc); } CSS Pie requires the PIE.htc on your server and referenced from each CSS style that needs it. Note that the url() for IE behaviors is NOT CSS file relative as other CSS resources, but rather PAGE relative , so if you have more than one folder you probably need to reference the HTC file with a fixed path like this: behavior: url(/MyApp/scripts/PIE.htc); in the style. Small price to pay, but a royal pain if you have a common CSS file you use in many applications. Once the PIE.htc file has been copied and you have applied the behavior to each style that uses these new features Internet Explorer will render rounded corners and box shadows! Yay! Hurray for box-shadow and border-radius All of this functionality is very welcome natively in the browser. If you think this is all frivolous visual candy, you might be right :-), but if you take a look on the Web and search for rounded corner solutions that predate these CSS attributes you’ll find a boatload of stuff from image files, to custom drawn content to Javascript solutions that play tricks with a few images. It’s sooooo much easier to have this functionality built in and I for one am glad to see that’s it’s finally becoming standard in the box. Still remember that when you use these new CSS features, they are not universal, and are not going to be really soon. Legacy browsers, especially old versions of Internet Explorer that can’t be updated will continue to be around and won’t work with this shiny new stuff. I say screw ‘em: Let them get a decent recent browser or see a degraded and ugly UI. We have the luxury with this functionality in that it doesn’t typically affect usability – it just doesn’t look as nice. Resources Download the Sample The sample includes the styles and images and sample page as well as ww.jquery.js for the draggable/closable example. Online Sample Check out the sample described in this post online. Closable and Draggable Documentation Documentation for the closeable and draggable plug-ins in ww.jquery.js. You can also check out the full documentation for all the plug-ins contained in ww.jquery.js here. © Rick Strahl, West Wind Technologies, 2005-2011Posted in HTML  CSS  

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  • How Many LEGO Bricks Would It Take to Build Your House?

    - by Jason Fitzpatrick
    Curious how many bricks and how many bucks it would take to recreate your house out of LEGO bricks? LEGO My House is more than happy to do the calculations for you. Courtesy of Movoto, a real-estate search engine, the calculator takes the square footage and story count of your home and generates an estimate of how many LEGO bricks it would take to create the same space. It would appear that our dreams of building a LEGO home might need to be put on hold for awhile. LEGO My House [via Boing Boing] How to Banish Duplicate Photos with VisiPic How to Make Your Laptop Choose a Wired Connection Instead of Wireless HTG Explains: What Is Two-Factor Authentication and Should I Be Using It?

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  • Back from Russia

    - by Stephen Walther
    Thanks everyone who came to my talks on ASP.NET Web Forms and MVC in Moscow last week!  Here are the slide decks and demo code for the two talks (You need Visual Studio 2010):   What’s New in ASP.NET MVC 2?   What’s New in ASP.NET 4 Web Forms?   I had a great time in Russia. On the second day, I had an opportunity to walk around Moscow. Here’s a picture of me standing in Red Square:   Here’s a picture of me eating Chicken Kiev with Microsoft evangelist James Senior. James has just started his worldwide Web Camp tour to promote ASP.NET 4. He is traveling non-stop country to country. After Russia, he is off to China and Australia. You can find out more about the Web Camps here: http://www.webcamps.ms/

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  • iPhone Peripherals for Retailers

    - by David Dorf
    I saw RedLaser on the latest "Shopper" iPhone commercial on TV. Works great for consumers, but retailers will be more interested in a true barcode reader from someone like Infinite Peripherals, which also comes with a magstripe reader I previously mentioned the offerings from Square Verifone, and Mophie that allow swiping credit cards with an iPhone as well. So what's next? There's a decent list at WireLust that includes an IR dongle that turns your iPhone into a TV remote, armband monitors for use when exercising, and most recently a NFC/RFID reader. iCarte from Canadian firm Wireless Dynamics looks interesting. This device can be used for NFC payments and for reading RFID tags. The Canon printer I just bought for home has an iPhone app that lets me send iPhone pictures directly to the printer for printing. In that same vein, Seems like retailers could use bluetooth to print receipts on strategically place printers on the floor. I can't wait to see what they come up with for the iPad.

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  • How to test a 3D rendering engine?

    - by YoYo
    Me and some friends developing simple 3D rendering engine as practice for the university. We used Ogre 3d as prototype and now we are developing it from base The engine is wrapped up in simple game that asks the user to select shape (circle, triangle, square...), color and dimensions and renders the image to the screen. It also enables to move and rotate the shape on screen using mouse. We would like to test automate the view rendering. I could not find any test framework for this issue and I would like to know how 3D test is done in non manual matter

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  • Windows Embedded Compact 7

    - by Valter Minute
    I’m back from Seattle where I attended the MVP Summit and presented the Windows Embedded Compact 7 training materials during the Train The Trainer in Bellevue (many thanks to all the people attending and providing great suggestions to improve the materials!). The MVP summit was a great chance to discover new things about all the different technologies, to see old friends and meet new ones. The TTT location (Microsoft training facilities at Lincoln square in Bellevue) was great and here’s the landscape that the attendees could enjoy (partially ruined by my presence in the foreground!). In the meantime Windows Embedded Compact 7 has been released: http://www.microsoft.com/windowsembedded/en-us/evaluate/windows-embedded-compact-7.aspx You can download an evaluation version and start to discover its new features (SMP support, support for 3GBs of RAM, Silverlight for Windows Embedded tools, ARM v5,v6 and v7 compilers and many more…) and, maybe, decide to attend a training about it.

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  • Raycasting tutorial / vector math question

    - by mattboy
    I'm checking out this nice raycasting tutorial at http://lodev.org/cgtutor/raycasting.html and have a probably very simple math question. In the DDA algorithm I'm having trouble understanding the calcuation of the deltaDistX and deltaDistY variables, which are the distances that the ray has to travel from 1 x-side to the next x-side, or from 1 y-side to the next y-side, in the square grid that makes up the world map (see below screenshot). In the tutorial they are calculated as follows, but without much explanation: //length of ray from one x or y-side to next x or y-side double deltaDistX = sqrt(1 + (rayDirY * rayDirY) / (rayDirX * rayDirX)); double deltaDistY = sqrt(1 + (rayDirX * rayDirX) / (rayDirY * rayDirY)); rayDirY and rayDirX are the direction of a ray that has been cast. How do you get these formulas? It looks like pythagorean theorem is part of it, but somehow there's division involved here. Can anyone clue me in as to what mathematical knowledge I'm missing here, or "prove" the formula by showing how it's derived?

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  • How to draw image in memory manually in pyglet?

    - by Mossen
    In pyglet, I want to create an image buffer in memory, then set the bytes manually, then draw it. I tried making a 3x3 red square like this in my draw() function: imageData = pyglet.image.ImageData(3, 3, 'RGB', [1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0 ]) imageData.blit(10, 10) ...but at runtime, Python complains: ctypes.ArgumentError: argument 9: <type 'exceptions.TypeError'>: wrong type Is this the right approach? Am I missing a step? How can I fix this?

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  • Is there a market for a Text-based empire-building game?

    - by Vishnu
    I am working on building a text-based in-browser empire building game. The screen will be split into a console and an EXTREMELY rough vector map of your empire (just squares in a bigger square). Commands such as building and expanding would be typed into the console and automatically reflected in the map. Would there be any market for such a game? Would anyone want to play? To clarify, it would be online and everyone's empire would be in the same 'world'.

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  • Best Of 2010

    - by Mike Dietrich
    Hi there, in Australia, Japan, Singapore and many other countries it's already 2011 - but Germany and the US is still some time until midnight :-) To round up the year you'll find a few off-topic pictures from 2010. You might click on the pictures to get a better resolution. Enjoy ... Moscow - Red Square Tokyo Train - Cell Phone Mania Great Chinese Wall near Beijing Hong Kong by Night Yearing Station Winery, Yarra - Victoria, Australia Dublin, Ireland - during the ash cloud - no comment - Liberty It's sometime foggy in SF Singapore Opera Stockholm - Gamla Stan Unbelievable white beach at Camps Bay, Clifton, Capetown Words fail me ... Mike

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  • What should I use (controls, methods) to make a 2D tile based map editor?

    - by user1306322
    I'm making a 2d game where each tile is a square and it's viewed at straight angle, no skewing, no rotation, it's pretty simple. Two weeks ago I tried using DataGridView, but as the number of rows and columns increased, it became frustratingly slow, then I read how it should've happened to me earlier, because this control is not supposed to work with large number of cells, and I have at least 7500 cells in my smallest level, which made it unbearable to use. This is what I expect from my new editor: Most importantly, tile type. Tile images or their color codes are fine (seeing map as it is in-game is cool, but the faster, the better). Secondly, all tile parameters (in text, preferrably editable in a popup or sidebar). I'm using my own format, so I'm most probably not going to use third party product. Besides, I'm trying to learn how to do it myself.

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  • AABB > AABB collision response?

    - by Levi
    I'm really confused about how to fix this in 3d? I want it so that I can slide along cubes but without getting caught if there's 2 adjacent cubes. I've gotten it so that I can do x collision, with sliding, and y, and z, but I can't do them together, probably because I don't know how to resolve it correctly. e.g. [] [] []^ []O [] O is the player, ^ is the direction the player is moving, with the methods which I was trying I would get stuck between the cubes because the z axis was responding and kicking me out :/. I don't know how to resolve this in all 3 direction, like how would I go about telling which direction I have to resolve in. My previous methods involved me checking 4 points in a axis aligned square around the player, I was checking if these points where inside the cubes and if they where fixing my position, but I couldn't get it working correctly. Help is appreciated. edit: pretend all the blocks are touching.

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  • Installation taking a very long time

    - by user290522
    I am installing Ubuntu 14.04(32-bit) on my laptop (Compaq Presario V2000), and after about 7 hours, it is still in Congiguring bcmwl-kernel-source (i386) mode. The messages I read are as follows: ubuntu kernel: [22814.858163] ACPI: \_SB_.PCI0.LPC0.LPC0.ACAD: ACPI_NOTIFY_BUS_CHECK event: unsupported with the numbers in the square brackets increasing. I have had Windows XP professional on this laptop, and I am erasing it. I am not sure if I should turn off the laptop, and start all over again. About 4 years ago I installed Ubuntu on this laptop, and that was very fast. The only problem I encountered was my wireless, and could not make it to work, and switched back to Windows. I appreciate any comments regarding this installation taking such a long time.

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  • LWJGL - Continuous key press event without delay

    - by Zarkopafilis
    I am checking for key presses and then based on the keys pressed I am moving a square around the screen. I am setting booleans for the keys WASD. But , Whenever I try to keep the key down , it takes a while till it moves continuously (Just a half second stop after a single move.) Any way to get rid of that and make it be "smooth"? Code: up = false; down = false; left = false; right = false; reset = false; while(Keyboard.next()){ if (Keyboard.getEventKeyState()) { if(Keyboard.isKeyDown(Keyboard.KEY_SPACE)){ reset = false; } if(Keyboard.isKeyDown(Keyboard.KEY_W)){ up = true; } if(Keyboard.isKeyDown(Keyboard.KEY_S)){ down = true; } if(Keyboard.isKeyDown(Keyboard.KEY_A)){ left = true; } if(Keyboard.isKeyDown(Keyboard.KEY_D)){ right = true; } } }

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  • How can I locate empty space next to polygon regions?

    - by Stephen
    Let's say I have the following area in a top-down map: The circle is the player, the black square is an obstacle, and the grey polygons with red borders are walk-able areas that will be used as a navigation mesh for enemies. Obstacles and grey polygons are always convex. The grey regions were defined using an algorithm when the world was generated at runtime. Notice the little white column. I need to figure out where any empty space like this is, if at all, after the algorithm builds the grey regions, so that I can fill the space with another region. Basically what I'm hoping for is an algorithm that can detect empty space next to a polygon.

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  • How to create a fountain in UDK

    - by user36425
    I'm trying to make a fountain in my level in UDK, I made the base of the fountain by using a Cylinder build and now I'm trying to put water in it. I went to use the fluidSurfaceActor but I notice that this is square but my fountain is a cylinder. Is there a way that I can change the shape of the fluidSurfaceActor to fit the builder brush shape or is there another way to do this? Or is it hopeless and I have to make my fountain into a cube? Here is a link/picture to the screenprint of what I'm talking about:

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  • How to make an arc'd, but not mario-like jump in python, pygame [duplicate]

    - by PythonInProgress
    This question already has an answer here: Arc'd jumping method? 2 answers Analysis of Mario game Physics [closed] 6 answers I have looked at many, many questions similar to this, and cannot find a simple answer that includes the needed code. What i am trying to do is raise the y value of a square for a certain amount of time, then raise it a bit more, then a bit more, then lower it twice. I cant figure out how to use acceleration/friction, and might want to do that too. P.S. - can someone tell me if i should post this on stackoverflow or not? Thanks all! Edit: What i am looking for is not mario-like physics, but a simple equation that can be used to increase then decrease height over the time over a few seconds.

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  • What quality standards to consider for software development process?

    - by Ron-Damon
    Hi, i'm looking for metrics/standards/normatives to evaluate a given "Software Development Process". I'm NOT looking to evaluate the SOFTWARE itself (trough SQUARE and such), i'm trying to evaluate software development PROCESS. So, my question is if you could give me some pointers to find this standard, considering that "evaluation objetives" would be documentation quality, how good is the customer relation, how efective is the process, etc. Very much like a ISO 9000, and like CMMI on a sense, but much lightweight and concrete and process oriented, not company oriented. Please help, i'm trying to stablish the advantages of our development process as formal as i can.

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  • Flash doesn't work any more on 10.04

    - by Béné
    I have a very strange problem with flash on my 10.04 system. (An update to 12.04 is not an option, because the system is just too old and slow.) After a recent update flash has just stopped working altogether. Youtube just shows a white square, vimeo a black one. After a 10.04 reinstall the problem stays the same. Not even chrome displays flash content, just a message that shockwave flash could not be loaded. 'ubuntu-restricted-extras' 'flashplugin-nonfree' and 'flashplugin-installer' are all installed in version 11.2.202.238ubuntu0.10.04.1.

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  • Reuseable Platform For Custom Board Game

    - by George Bailey
    Is there a generic platform to allow me to customize the rules to a board game. The board game uses a square grid, similar to Checkers or Chess. I was hoping to take some of the work out of creating this computer opponent, by reusing what is already written. I would think that there would be a pre-written routine for deciding which moves would lead to the best outcome, and all that I would need to program is the pieces, legal moves, what layout constitutes a win/lose or draw, and perhaps some kind of scoring for value of pieces. I have seen chess programs that appear to use a recursive routine, so they think anywhere from 2 to 20 moves ahead to create varying degrees of difficulty. I have noticed this on chess.com. The game I am programming will not be as complex. Is there a platform designed to be re-used for different grid/piece based games. JavaScript would be preferable, but Java or Perl would be acceptable.

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  • Project Euler 6: (Iron)Python

    - by Ben Griswold
    In my attempt to learn (Iron)Python out in the open, here’s my solution for Project Euler Problem 6.  As always, any feedback is welcome. # Euler 6 # http://projecteuler.net/index.php?section=problems&id=6 # Find the difference between the sum of the squares of # the first one hundred natural numbers and the square # of the sum. import time start = time.time() square_of_sums = sum(range(1,101)) ** 2 sum_of_squares = reduce(lambda agg, i: agg+i**2, range(1,101)) print square_of_sums - sum_of_squares print "Elapsed Time:", (time.time() - start) * 1000, "millisecs" a=raw_input('Press return to continue')

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  • How to create a 3D world with 2D sprites similar to Ragnorak online?

    - by Romoku
    As far as I know Ragnorak Online is a 3D game world with 2D sprites overlayed. I would like to use this style in a game I am making in Unity, so I would like the player to be able to select little square tiles on the terrain. There are a couple routes I could take such as using a bunch of cubic polygons and linking them together or using one big map. The former approach doesn't seem to make any sense if the world is not flat as polygons wouldn't be reused often. The goal is to break down a 3D polygon into tiles which is heard to wrap my head around. I believe using something like an interval tree or array would be appropriate to store the rectangle grid, but how would I display a rectangle around the selection the player has his mouse over on the polygon terrain itself? Here is a screenshot. Here is a gameplay video. Here is the camera usage.

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