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  • Cocos2D - Detecting collision

    - by Grace
    I am a beginner in cocos2d and im facing a problem with detecting collision for my coins. Sometimes it works sometimes it doesn't. So basically, im creating a game which the user (ship) have to avoid the obstacles and collect coins on the way. The collision of the obstacle works well but not for the coins. I was thinking maybe the loops for creating many coins is the problem but im not sure. Can anyone help? My codes: - (void)update:(ccTime)dt{ double curTime = CACurrentMediaTime(); if (curTime > _nextBridgeSpawn) { float randSecs = [self randomValueBetween:3.0 andValue:5.0]; _nextBridgeSpawn = randSecs + curTime; float randX = [self randomValueBetween:50 andValue:500]; float randDuration = [self randomValueBetween:8.0 andValue:10.0]; CCSprite *bridge = [_bridge objectAtIndex:_nextBridge]; _nextBridge++; if (_nextBridge >= _bridge.count) _nextBridge = 0; [bridge stopAllActions]; bridge.position = ccp(winSize.width/2, winSize.height); bridge.visible = YES; [bridge runAction:[CCSequence actions: [CCMoveBy actionWithDuration:randDuration position:ccp(0, -winSize.height)], [CCCallFuncN actionWithTarget:self selector:@selector(setInvisible:)], nil]]; this is where i declare my coins (continued from the update method) int randCoin = [self randomValueBetween:0 andValue:5]; _coin = [[CCArray alloc] initWithCapacity:randCoin]; for(int i = 0; i < randCoin; ++i) { coin = [CCSprite spriteWithFile:@"coin.png"]; coin.visible = NO; [self addChild:coin]; [_coin addObject:coin]; } float randCoinX = [self randomValueBetween:winSize.width/5 andValue:winSize.width - (border.contentSize.width *2)]; float randCoinY = [self randomValueBetween:100 andValue:700]; float randCoinPlace = [self randomValueBetween:30 andValue:60]; for (int i = 0; i < _coin.count; ++i) { CCSprite *coin2 = [_coin objectAtIndex:i]; coin2.position = ccp(randCoinX, (bridge.position.y + randCoinY) + (randCoinPlace *i)); coin2.visible = YES; [coin2 runAction:[CCSequence actions: [CCMoveBy actionWithDuration:randDuration position:ccp(0, -winSize.height-2000)], [CCCallFuncN actionWithTarget:self selector:@selector(setInvisible:)], nil]]; } } this is to check for collision (also in the update method) for (CCSprite *bridge in _bridge) { if (!bridge.visible) continue; if (CGRectIntersectsRect(ship.boundingBox, bridge.boundingBox)){ bridge.visible = NO; [ship runAction:[CCBlink actionWithDuration:1.0 blinks:5]]; } } } //this is the collision for coins which only work at times for (CCSprite *coin2 in _coin) { if (!coin2.visible) continue; if (CGRectIntersectsRect(ship.boundingBox, coin2.boundingBox)) { NSLog(@"Coin collected"); coin2.visible = NO; } } } Thank you.

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  • Bitmap & Object Collision Help

    - by MarkEz
    Is it possible to detect when an object and a bitmap collide. I have an arraylist of sprites that I am shooting with an image. I tried using this method here but as soon as the bitmap appears the sprite disappears, this is in the Sprite class: public boolean isCollision(Bitmap other) { // TODO Auto-generated method stub if(other.getWidth() > x && other.getWidth() < x + width && >other.getHeight() > y && other.getHeight() < y + height); return true; }

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  • Determining whether two fast moving objects should be submitted for a collision check

    - by dreta
    I have a basic 2D physics engine running. It's pretty much a particle engine, just uses basic shapes like AABBs and circles, so no rotation is possible. I have CCD implemented that can give accurate TOI for two fast moving objects and everything is working smoothly. My issue now is that i can't figure out how to determine whether two fast moving objects should even be checked against each other in the first place. I'm using a quad tree for spacial partitioning and for each fast moving object, i check it against objects in each cell that it passes. This works fine for determining collision with static geometry, but it means that any other fast moving object that could collide with it, but isn't in any of the cells that are checked, is never considered. The only solution to this i can think of is to either have the cells large enough and cross fingers that this is enough, or to implement some sort of a brute force algorithm. Is there a proper way of dealing with this, maybe somebody solved this issue in an efficient manner. Or maybe there's a better way of partitioning space that accounts for this?

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  • Android Bitmap: Collision Detecting

    - by Aekasitt Guruvanich
    I am writing an Android game right now and I would need some help in the collision of the Pawns on screen. I figured I could run a for loop on the Player class with all Pawn objects on the screen checking whether or not Width*Height intersects with each other, but is there a more efficient way to do this? And if you do it this way, many of the transparent pixel inside the rectangular area will also be considered as collision as well. Is there a way to check for collision between Bitmap on a Canvas that disregard transparent pixels? The class for player is below and the Pawn class uses the same method of display. Class Player { private Resources res; // Used for referencing Bitmap from predefined location private Bounds bounds; // Class that holds the boundary of the screen private Bitmap image; private float x, y; private Matrix position; private int width, height; private float velocity_x, velocity_y; public Player (Resources resources, Bounds boundary) { res = resources; bounds = boundary; image = BitmapFactory.decodeResource(res, R.drawable.player); width = image.getWidth(); height = image.getHeight(); position = new Matrix(); x = bounds.xMax / 2; // Initially puts the Player in the middle of screen y = bounds.yMax / 2; position.preTranslate(x,y); } public void draw(Canvas canvas) { canvas.drawBitmap(image, position, null); } }

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  • 3D Mesh Collision Help

    - by BlackAfricano
    I am new to XNA (I have only been working in it for a countable number of weeks) as well as to these forums (I have only made 1-2 other posts), so this may seem like a strange request, but I am wondering if anybody knows about more advanced collision in XNA. So far I have only been able to figure out BoundingSphere's which seem to be the simplest of the methods, and I was thinking of looking more into BoundingBoxes because the game I have is a 2-3D platformer. The problem I realized was that if I wanted to get any more advanced than stages in the shape of a box, I would face some immediate dilemmas. I was hoping somebody here was knowledgeable on the subject and could inform me where I could get started learning how to do something like this: https://www.youtube.com/watch?v=ekMD_Gtt8d4 Although the game in this video isn't very pretty, the mesh collision looks like what I'm looking for. I am hoping for the most complete solution, if possible.

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  • How would I detect if two 2D arrays of any shape collided?

    - by user2104648
    Say there's two or more moveable objects of any shape in 2D plane, each object has its own 2D boolean array to act as a bounds box which can range from 10 to 100 pixels, the program then reads each pixel from a image that represents it, and appropriatly changes the array to true(pixel has a alpha more then 1) or false(pixel has a alpha less than one). Each time one of these objects moves, what would be the best accurate way to test if they hit another object in Java using as few APIs/libraries as possible?

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  • Using PhysX, how can I predict where I will need to generate procedural terrain collision shapes?

    - by Sion Sheevok
    In this situation, I have terrain height values I generate procedurally. For rendering, I use the camera's position to generate an appropriate sized height map. For collision, however, I need to have height fields generated in areas where objects may intersect. My current potential solution, which may be naive, is to iterate over all "awake" physics actors, use their bounds/extents and velocities to generate spheres in which they may reside after a physics update, then generate height values for ranges encompassing clustered groups of actors. Much of that data is likely already calculated by PhysX already, however. Is there some API, maybe a set of queries, even callbacks from the spatial system, that I could use to predict where terrain height values will be needed?

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  • 3D Box Collision Data Import

    - by cboe
    I'm trying to implement a collision system using oriented bounding boxes, using a center for the box, it's extents as a 3D Vector and a rotation matrix, which is all stuff I picked up online and seem to be somewhat the standard. Detecting the center is no problem so I'm gonna leave these out here. My problem however is importing the data from a 3D file. Say I've placed a box with 2 units length on each side aligned to the world axis. The logic results here are extents of 1,1,1 and I use an identity matrix for rotation - easy. However I'm stuck when I rotate the box in the 3D program, say 30 degrees each axis. How would I parse the box? I only have these 8 vertices as information, and I guess what I would need to do is to find out the rotation of said box, apply it to the vertices so they are aligned to world axes and then calculate the extents out of that. How do I get the rotation of the box when I only have the vertex information of the box available?

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  • Bitmap & Object Collision Help

    - by MarkEz
    Is it possible to detect when an object and a bitmap collide. I have an arraylist of sprites that I am shooting with an image. I tried using this method here but as soon as the bitmap appears the sprite disappears, this is in the Sprite class: public boolean isCollision(Bitmap other) { if(other.getWidth() > x && other.getWidth() < x + width && >other.getHeight() > y && other.getHeight() < y + height); return true; }

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  • Elastic Collision Formula in Java

    - by Shijima
    I'm trying to write a Java formula based on this tutorial: 2-D elastic collisions without Trigonometry. I am in the section "Elastic Collisions in 2 Dimensions". In step 1, it mentions "Next, find the unit vector of n, which we will call un. This is done by dividing by the magnitude of n". My below code represents the normal vector of 2 objects (I'm using a simple array to represent the normal vector), but I am not really sure what the tutorial means by dividing the magnitude of n to get the un. int[] normal = new int[2]; normal[0] = ball2.x - ball1.x; normal[1] = ball2.y - ball1.y; Can anyone please explain what un is, and how I can calculate it with my array in Java?

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  • Intersection of player and mesh

    - by Will
    I have a 3D scene, and a player that can move about in it. In a time-step the player can move from point A to point B. The player should follow the terrain height but slow going up cliffs and then fall back, or stop when jumping and hitting a wall and so on. In my first prototype I determine the Y at the player's centre's X,Z by intersecting a ray with every triangle in the scene. I am not checking their path, but rather just sampling their end-point for each tick. Despite this being Javascript, it works acceptably performance-wise. However, because I am modeling the player as a single point, the player can position themselves so that they are half-in a cliff face and so on. I need to model them as as a solid e.g. some cluster of spheres or a even their fuller mesh. I am also concerned that if they were moving faster they might miss the test altogether. How should I solve this?

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  • XNA - Detect click on triangle/circle form of a texture

    - by chr1s89
    How can i detect clicks on a texture (will be a button in my game) that has a form of a triangle or circle. I know only the rectangle solution where u can use the positions + the width/height but this dont work for that because clicks will be detected at the transparent pixels. I heard of pixel-perfect collision is it the right way for this? It would be great if someone can give me a example for such a solution or other.

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  • 2D Game Development dynamics in c++ [on hold]

    - by novice
    I am new to developing computer graphic applications in c++ using OpenGl. I want to develop games but I really am facing problems when it comes to understanding concepts like trajectory, collisions, gravity and also the use of various physics engines that are available. when i search the internet I kind of get lost because they aren't for beginners like me. There is some hardcore mathematics, physics and coding involved. I need to pick the concepts that are mostly needed in game dev like trajectory, collision etc. Any good tutorials that can help me out in picking these concepts from the start.

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  • Detect rotated rectangle collision

    - by handyface
    I'm trying to implement a script that detects whether two rotated rectangles collide for my game. I used the method explained in the following article for my implementation in Google Dart. 2D Rotated Rectangle Collision I tried to implement this code into my game. Basically from what I understood was that I have two rectangles, these two rectangles can produce four axis (two per rectangle) by subtracting adjacent corner coordinates. Then all the corners from both rectangles need to be projected onto each axis, then multiplying the coordinates of the projection by the axis coordinates (point.x*axis.x+point.y*axis.y) to make a scalar value and checking whether the range of both the rectangle's projections overlap. When all the axis have overlapping projections, there's a collision. First of all, I'm wondering whether my comprehension about this algorithm is correct. If so I'd like to get some pointers in where my implementation (written in Dart, which is very readable for people comfortable with C-syntax) goes wrong. Thanks!

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  • Make the player run onto stairs smoothly

    - by misiMe
    I have a 2D Platform game, where the player Always runs to the right, but the terrain isn't Always horizontal. Example: I implemented a bounding-box collision system that just checks for intersections with player box and the other blocks, to stop player from running if you encounter a big block, so that you have to jump, but when I put stairs, I want him to run smoothly just like he is on the horizontal ground. With the collision system you have to jump the stairs in order to pass them! I thought about generating a line between the edges of the stairs, and imposing the player movement on that line... What do you think? Is there something more clever to do?

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  • Should my game handle collisions in the Player object?

    - by user1264811
    I'm making a 2D platform game. Right now I'm just working on making a very generic Player class. I'm wondering if it would be more efficient/better practice to have an ActionListener within the Player class to detect collisions with Enemy objects (also have an ActionListener) or to handle all the collisions in the main world. Furthermore, I'm thinking ahead about how I will handle collisions with the platforms themselves. I've looked into the double boolean arrays to see which tiles players can go to and which they can't. I don't understand how to use this class and the player class at the same time.

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  • Collision for mobile game

    - by zemiguel12
    I'm writing a little game in as3 using Starling, and I need to check collision between 2 boats that can rotate. I don't need the pixel perfect collision, but bounds collision is not enough too. The boat look more or less like this: I was thinking about create one square on the back of the boat and a triangle on the front, than for each boat, check if the square collide with the other boat square or triangle, and the same for the triangle. I just don't know how to do that, I don't know if it's possible with the Shape.hitTest, or if it's the best way to do that. What can I do?

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  • Fast User Switching still disabled after disabling Cisco AnyConnect VPN's "Start Before Login" feature

    - by mindless.panda
    I am running Windows 7 64 bit Ultimate and using Cisco AnyConnect VPN 2.5.3041. As expected, Fast User Switching got disabled as soon as I installed the VPN software. This FAQ from Cisco references how to enable Fast User Switching when their VPN product is installed: A. Microsoft automatically disables Fast User Switching in Windows XP when a GINA.dll is specified in the registry. The Cisco VPN Client installs the CSgina.dll to implement the "Start Before Login" feature. If you need Fast User Switching, then disable the "Start Before Login" feature. Registered users can get more information in Cisco Bug ID CSCdu24073 (registered customers only) in Bug Toolkit. My problem is that I have disabled this on the client, but fast user switching is still greyed out. This article mentions a registry edit, however they key they mention, GinaDLL, does not exist at the WinLogon registry point. Update: This article from Cisco covering AnyConnect specifically gives a one liner: AnyConnect is not compatible with fast user switching. The only problem is I now I had found a workaround before the last reformat/reinstall, but I can't remember what exactly I did previously.

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  • How to drop packets in a custom Intrusion Detection System

    - by tzoukos
    Hi there, I'm trying to build a custom Intrusion Detection and Prevention System (IDS/IPS). I found a great utility named ROPE which can scan the packet payload and drop the packet that doesn't follow the rules, set by a script. This serves my purpose completely, since what I want to do is check the payload for some specific text and then drop it or allow it ( the string feature in iptables wouldn't do me any good, because I want to check more than one string in tha payload, like usernames, id's, etc ). However, ROPE is really old and despite my many attempts I haven't managed to install it properly. Do you know any similar program that will help me drop packets in iptables depending on the payload? Any suggestion is greatly appreciated :)

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  • Google Chrome - Disable Location auto-detection also for google sites

    - by Michael
    I have read how to disable the location auto-detection here and also in Stackoverflow questions asked before: Google Chrome - Auto Detect Location and more... But it seems that it has no influence on the Google relates sites, e.g. Google translate, Google analytic, and even Google it self as a search engine. I have updated Google chrome to 21.0.1180.89 and then all my problems started, i am breaking my hand since i need to translate every word Google presents in their webpages of their products (or simply use their automatic translator). So i started to use Firefox again, but i really want to return back to Google, what can I do?

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  • How to fix monitor detection on Windows 7?

    - by Boaz
    Hi, I'm using Windows 7 + Windows Media Center for my HTPC. It works great except from one annoying issue. Whenever I turn off my TV while listening the music, the music stop for a second or while Windows 7 tries to figure out what monitor is attached. After that second it settles down on a default 800x640. While not a big deal, it is annoying as I don't want to have the TV on while playing music. Is there anyway to fix the monitor/disable monitor auto-detection on Windows 7 so it would not start recalibrating everything when I turn off my TV? Thanks, Boaz

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  • linux intrusion detection software

    - by Sam Hammamy
    I have an Ubuntu VPS that I use for practice and deploying prototypes as I am a python developer. I recently started teaching my self sys admin tasks, like installing OpenLDAP. I happened to turn off the ufw firewall for just a minute, and when I ran an netstat command, I saw a foreign ip connected to ssh that I traced to china. I'd like to know a few things: 1) Is there any good network intrusion detection software, such that if any IP that's outside a specific range connects to the VPN, I can be notified? -- I am thinking about scripting this, but I'm pretty sure there's something useful out there and I believe in the wisdom of crowds. 2) How did this person gain access to my server? Is it because my firewall was down? Or is it because they browsed my LDAP directory and from there figured out a way to connect (there was a clear text password in the tree but it wasn't one used by the server's sshd)?

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  • Cannot install Visual Editor Plugin on Eclipse

    - by lyuba
    I try to follow the instructions from here to install a Visual editor pulgin for Eclipse: http://wiki.eclipse.org/VE/Update Both online and offline installations fails with the following mistake: Cannot complete request. Generating details. Here is the complete log: Cannot complete the install because of a conflicting dependency. Software being installed: Java EMF Model 1.4.0.v20090826-1446-7H-FPbAcggQleH8hJifHfUd (org.eclipse.jem.feature.group 1.4.0.v20090826-1446-7H-FPbAcggQleH8hJifHfUd) Software currently installed: Eclipse IDE for Java EE Developers 1.2.2.20100217-2310 (epp.package.jee 1.2.2.20100217-2310) Only one of the following can be installed at once: Java EMF Model BeanInfo (Introspection) Support 2.0.300.v200905030615 (org.eclipse.jem.beaninfo 2.0.300.v200905030615) Java EMF Model BeanInfo (Introspection) Support 2.0.300.R3_1_maintenance (org.eclipse.jem.beaninfo 2.0.300.R3_1_maintenance) Cannot satisfy dependency: From: Eclipse IDE for Java EE Developers 1.2.2.20100217-2310 (epp.package.jee 1.2.2.20100217-2310) To: org.eclipse.epp.package.jee.feature.feature.group [1.2.2.20100217-2310] Cannot satisfy dependency: From: Java EE IDE Feature 1.2.2.20100217-2310 (org.eclipse.epp.package.jee.feature.feature.group 1.2.2.20100217-2310) To: org.eclipse.jst.web_ui.feature.feature.group 0.0.0 Cannot satisfy dependency: From: Java EMF Model 1.4.0.v20090826-1446-7H-FPbAcggQleH8hJifHfUd (org.eclipse.jem.feature.group 1.4.0.v20090826-1446-7H-FPbAcggQleH8hJifHfUd) To: org.eclipse.jem.beaninfo [2.0.300.R3_1_maintenance] Cannot satisfy dependency: From: JST Web Core 3.1.1.v200908121609-7S7CFyvFIhIehVidwyfk0m (org.eclipse.jst.web_core.feature.feature.group 3.1.1.v200908121609-7S7CFyvFIhIehVidwyfk0m) To: org.eclipse.jem.beaninfo [2.0.300.v200905030615] Cannot satisfy dependency: From: JST Web Core 3.1.1.v200908121609-7S7CG-dFIhIeq7kV6qxaLD (org.eclipse.jst.web_core.feature.feature.group 3.1.1.v200908121609-7S7CG-dFIhIeq7kV6qxaLD) To: org.eclipse.jem.beaninfo [2.0.300.v200905030615] Cannot satisfy dependency: From: JST Web UI 3.1.1.v200908121609-7E77FBfDlwYa_9sdy2q77doi14gl (org.eclipse.jst.web_ui.feature.feature.group 3.1.1.v200908121609-7E77FBfDlwYa_9sdy2q77doi14gl) To: org.eclipse.jst.web_core.feature.feature.group [3.1.1.v200908121609-7S7CFyvFIhIehVidwyfk0m] Cannot satisfy dependency: From: JST Web UI 3.1.1.v200908121609-7E77FBiDlwYcICNdz-5z-9PGqZCy (org.eclipse.jst.web_ui.feature.feature.group 3.1.1.v200908121609-7E77FBiDlwYcICNdz-5z-9PGqZCy) To: org.eclipse.jst.web_core.feature.feature.group [3.1.1.v200908121609-7S7CG-dFIhIeq7kV6qxaLD] Has anybody encountered something like this? Appreciate your ideas!

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  • Removed Feature: View from /xl/worksheets/sheet1.xml part in excel file

    - by Saral
    I keep getting an error the reads: "Excel found unreadable content in "Book.xlsm". Do you want to recover the contents of this workbook?.................". When I click "Yes" it removes the vba macro from my workbook. It gives me the following log repair file: error061200_01.xml Errors were detected in file 'C:\Saral\Project\PSG Automation\PSG_28Jun12\PSG_global_Review_PPT_Generator_v1.1.xlsm' Removed Feature: View from /xl/worksheets/sheet1.xml part Can anyone help me out?

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  • Windows 7 "Aero Snap" feature on Ubuntu GNOME

    - by pufferfish
    Windows 7 has a useful feature that "snaps" out a window to fill half the screen when you drag it to either the left or right border of the entire screen. It's really useful for arranging 2 windows side-by-side on a wide-screen monitor. What would be the best way to get the same functionality in Ubuntu GNOME?

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