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  • Declaring functors for comparison ??

    - by Mr.Gando
    Hello, I have seen other people questions but found none that applied to what I'm trying to achieve here. I'm trying to sort Entities via my EntityManager class using std::sort and a std::vector<Entity *> /*Entity.h*/ class Entity { public: float x,y; }; struct compareByX{ bool operator()(const GameEntity &a, const GameEntity &b) { return (a.x < b.x); } }; /*Class EntityManager that uses Entitiy*/ typedef std::vector<Entity *> ENTITY_VECTOR; //Entity reference vector class EntityManager: public Entity { private: ENTITY_VECTOR managedEntities; public: void sortEntitiesX(); }; void EntityManager::sortEntitiesX() { /*perform sorting of the entitiesList by their X value*/ compareByX comparer; std::sort(entityList.begin(), entityList.end(), comparer); } I'm getting a dozen of errors like : error: no match for call to '(compareByX) (GameEntity* const&, GameEntity* const&)' : note: candidates are: bool compareByX::operator()(const GameEntity&, const GameEntity&) I'm not sure but ENTITY_VECTOR is std::vector<Entity *> , and I don't know if that could be the problem when using the compareByX functor ? I'm pretty new to C++, so any kind of help is welcome.

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  • Overlay 2d weapon sprite over character sprite ?

    - by Mr.Gando
    Hello, I'm working on a game where my character needs to be able to have different weapons. For that I think that somehow overlaying the weapon over the moving sprite would be the correct choice, but I'm not sure about how could I do this. Assuming my Character spritesheet looks like this: And my preliminar weapon spritesheet ( haven't decided on a fixed square size for the weapon yet ), looks like this: How would you make the overlay to set the weapon correctly over the character hand for each of his frames? I know that one way would be just to have a weapon frame the same size as my character sprites, and overlay those too, but I think that if the game has way too much weapons (say 15 different kinds of one hand weaps) this could get pretty insane ( having one weapon sprite sheet the same size as the character sprite sheet for each type of weapon ) Do you guys have any advice on how to implement this? (supporting overlaying the weapon sprites over the character sprites) Thanks!

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  • Chipmunk Physics or Box2D for C++ 2D GameEngine ?

    - by Mr.Gando
    Hello, I'm developing what it's turning into a "cross-platform" 2D Game Engine, my initial platform target is iPhone OS, but could move on to Android or even some console like the PSP, or Nintendo DS, I want to keep my options open. My engine is developed in C++, and have been reading a lot about Box2D and Chipmunk but still I can't decide which one to use as my Physics Middleware. Chipmunk appears to have been made to be embedded easily, and Box2D seems to be widely used. Chipmunk is C , and Box2D is C++, but I've heard the API's of Box2D are much worse than chipmunk's API's. For now I will be using the engine shape creation and collision detection features for irregular polygons (not concave). I value: 1) Good API's 2) Easy to integrate. 3) Portability. And of course if you notice anything else, I would love to hear it. Which one do you think that would fit my needs better ?

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  • Adjust size of MPMediaPickerController's view ?

    - by Mr.Gando
    In my application I don't use the upper bar that displays Wi-Fi/Date/Time because it's a game. However I need to be able to let my user to pick his music, so I'm using a MPMediaPickerController. The problem is, that when I present my controller, the controller ends up leaving a 10 pixels ( aprox ) bar at the top of the screen, just in the place the Wi-Fi/Date/Time bar, should be present. Is there a way I could make my MPMediaPickerController bigger ? or to be presented upper in the screen ? // Configures and displays the media item picker. - (void) showMediaPicker: (id) sender { MPMediaPickerController *picker = [[MPMediaPickerController alloc] initWithMediaTypes: MPMediaTypeAnyAudio]; [[picker view] setFrame:CGRectMake(0, 0, 320, 480)]; picker.delegate = self; picker.allowsPickingMultipleItems = YES; picker.prompt = NSLocalizedString (@"AddSongsPrompt", @"Prompt to user to choose some songs to play"); [self presentModalViewController:picker animated: YES]; [picker release]; } There I tried to set the size to 320x480 but no luck, the picker is still presented and leaves a space in the upper part of the screen, could anyone help me ? Btw, here's how it looks: I have asked a bit, and people told me this could indeed be a bug, what do you guys think ?

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  • How to implement "circular side-scrolling" in my game?

    - by Mr.Gando
    I'm developing a game, a big part of this game, is about scrolling a "circular" background ( the right end of the Background Image can connect with the left start of the Background image ). Should be something like this: ( Entity moving and arrow to show where the background should start to repeat ) This happens in order to allow to have an Entity walking, and the background repeating itself over and over again. I'm not working with tile-maps, the background is a simple Texture (400x300 px). Could anyone point me to a link , or tell me the best way I could accomplish this ? Thanks a lot.

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  • Problem when trying to use simple Shaders + VBOs

    - by Mr.Gando
    Hello I'm trying to convert the following functions to a VBO based function for learning purposes, it displays a static texture on screen. I'm using OpenGL ES 2.0 with shaders on the iPhone (should be almost the same than regular OpenGL in this case), this is what I got working: //Works! - (void) drawAtPoint:(CGPoint)point depth:(CGFloat)depth { GLfloat coordinates[] = { 0, 1, 1, 1, 0, 0, 1, 0 }; GLfloat width = (GLfloat)_width * _maxS, height = (GLfloat)_height * _maxT; GLfloat vertices[] = { -width / 2 + point.x, -height / 2 + point.y, width / 2 + point.x, -height / 2 + point.y, -width / 2 + point.x, height / 2 + point.y, width / 2 + point.x, height / 2 + point.y, }; glBindTexture(GL_TEXTURE_2D, _name); //Attrib position and attrib_tex coord are handles for the shader attributes glVertexAttribPointer(ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices); glEnableVertexAttribArray(ATTRIB_POSITION); glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, coordinates); glEnableVertexAttribArray(ATTRIB_TEXCOORD); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } I tried to do this to convert to a VBO however I don't see anything displaying on-screen with this version: //Doesn't display anything - (void) drawAtPoint:(CGPoint)point depth:(CGFloat)depth { GLfloat width = (GLfloat)_width * _maxS, height = (GLfloat)_height * _maxT; GLfloat position[] = { -width / 2 + point.x, -height / 2 + point.y, width / 2 + point.x, -height / 2 + point.y, -width / 2 + point.x, height / 2 + point.y, width / 2 + point.x, height / 2 + point.y, }; //Texture on-screen position ( each vertex is x,y in on-screen coords ) GLfloat coordinates[] = { 0, 1, 1, 1, 0, 0, 1, 0 }; // Texture coords from 0 to 1 glBindVertexArrayOES(vao); glGenVertexArraysOES(1, &vao); glGenBuffers(2, vbo); //Buffer 1 glBindBuffer(GL_ARRAY_BUFFER, vbo[0]); glBufferData(GL_ARRAY_BUFFER, 8 * sizeof(GLfloat), position, GL_STATIC_DRAW); glEnableVertexAttribArray(ATTRIB_POSITION); glVertexAttribPointer(ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, position); //Buffer 2 glBindBuffer(GL_ARRAY_BUFFER, vbo[1]); glBufferData(GL_ARRAY_BUFFER, 8 * sizeof(GLfloat), coordinates, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(ATTRIB_TEXCOORD); glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, coordinates); //Draw glBindVertexArrayOES(vao); glBindTexture(GL_TEXTURE_2D, _name); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } In both cases I'm using this simple Vertex Shader //Vertex Shader attribute vec2 position;//Bound to ATTRIB_POSITION attribute vec4 color; attribute vec2 texcoord;//Bound to ATTRIB_TEXCOORD varying vec2 texcoordVarying; uniform mat4 mvp; void main() { //You CAN'T use transpose before in glUniformMatrix4fv so... here it goes. gl_Position = mvp * vec4(position.x, position.y, 0.0, 1.0); texcoordVarying = texcoord; } The gl_Position is equal to product of mvp * vec4 because I'm simulating glOrthof in 2D with that mvp And this Fragment Shader //Fragment Shader uniform sampler2D sampler; varying mediump vec2 texcoordVarying; void main() { gl_FragColor = texture2D(sampler, texcoordVarying); } I really need help with this, maybe my shaders are wrong for the second case ? thanks in advance.

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  • Only Integrating Box2D collision detection in my 2d engine?

    - by Mr.Gando
    I have integrated box2d in my engine, ( Debug Draw, etc. ) and with a world I can throw in some 2d squares/rectangles etc. I saw this post, where the user is basically not using a world for collision detection, however the user doesn't explain anything about how he's using the manifold (b2Manifold), etc. Another post, is in the cocos2d forum, ( scroll down to the user Lam in the third reply ) Could anyone help me a bit with this?, basically want to add collision detection without the need of using b2World ,etc etc. Thanks a lot!

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  • When is it good to start using project management applications?

    - by Mr.Gando
    Hello, I was wondering, when is the right time or the correct project size to start using project management applications ( like Redmine or Trac ). I have a serious project, for now it's only me developing, but I use redmine to set my project versions, issues, and estimations. I think it's a good idea, because you never know when somebody else is going to join the team, and also allows me to organize myself effectively. I ask this question because I was Teaching Assistant at my university for one year in a row for a course, and I got questions about this very very often. While I'm a believer of the KISS principle, I think that learning to use this tools early is a win-win most of the time. I really believe that we can avoid this question to become argumentative, and that there's somewhat of a consensus about this issue, which I consider quite important in todays software development world. So, when is the right time ? what is the correct project/team size ?

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  • Generic FSM for game in C++ ?

    - by Mr.Gando
    Hello, I was wondering if there's a way I could code some kind of "generic" FSM for a game with C++?. My game has a component oriented design, so I use a FSM Component. my Finite State Machine (FSM) Component, looks more or less this way. class gecFSM : public gecBehaviour { public: //Constructors gecFSM() { state = kEntityState_walk; } gecFSM(kEntityState s) { state = s; } //Interface void setRule(kEntityState initialState, int inputAction, kEntityState resultingState); void performAction(int action); private: kEntityState fsmTable[MAX_STATES][MAX_ACTIONS]; }; I would love to hear your opinions/ideas or suggestions about how to make this FSM component, generic. With generic I mean: 1) Creating the fsmTable from an xml file is really easy, I mean it's just a bunch of integers that can be loaded to create an MAX_STATESxMAX_ACTION matrix. void gecFSM::setRule(kEntityState initialState, int inputAction, kEntityState resultingState) { fsmTable[initialState][inputAction] = resultingState; } 2) But what about the "perform Action" method ? void gecFSM::performAction(int action) { switch( smTable[ ownerEntity->getState() ][ action ] ) { case WALK: /*Walk action*/ break; case STAND: /*Stand action*/ break; case JUMP: /*Jump action*/ break; case RUN: /*Run action*/ break; } } What if I wanted to make the "actions" and the switch generic? This in order to avoid creating a different FSM component class for each GameEntity? (gecFSMZombie, gecFSMDryad, gecFSMBoss etc ?). That would allow me to go "Data Driven" and construct my generic FSM's from files for example. What do you people suggest?

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  • Filter Calendar view SharePoint WWS 3.0

    - by lerac
    Hi all, I have a SP site with a calendarview and would like to filter this on the basis of the current user. Don't be afraid I already figured out how do to this with a list customizing some excisting jScripts and working with Content Editor WebPart. Yet this jScript does not work in a Calendar. To paint a picture I have columns like: Judge1 Lawyer Clerk (example). Underneath these columns there are names ofcourse. However these are not shown in Calendar view, so it is hard to filter on something that is not displayed only the casenumbers. Now I've been thinking (not always wise) perhaps I can adjust the aspx page of calendar/list by adjusting a filter I applied in SharePoint. This would also solve the issue of displaying all the content before it filters with Java, since it should not be possible for users to see the entire listcontent (security). I went to Modify list view and created a filter where judge1 = Mr. J. Jenkins. Then I went to SharePoint Designer and opend the Calendar aspx page. To my expectation I found Mr. J. Jenkins with the following code: Since I can't display image because i'm new, not very handy discrimination I have to give you a url. Code can't be pasted either is completely messes it up even with codemode on. Hyperlink CODE IMAGE Keep in mind I just posted a very tiny part of the code (only the part I want to change). Now I have no idea what kind of code this is above this text (SP wss 3.0 uses for aspx pages), but I would like to change Mr. J. Jenkins into a jScript var/val. Since I already managed to get the current user that is logged in content. var user = jP.getUserProfile(); var userinfspvalue = user.Department; There is more code around that one 2 ofcourse, yet to give you a picture. The var userinfspvalue is what I would like to replace the text Mr. J. Jenkins into. This would mean the calendar would be dynamically filtered based upon the current user that is logged on. Have no idea what is possible, perhaps there is a better solution who knows... Do you know? Thank you so much ahead!

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  • Run time error in vb.net

    - by Muhammed Yoosuf
    I get the following error message in vb.net when I try to run the program Any help is greatly appreciated. Thanks Error 1 Unable to copy file "C:\Users\Mr. M Yoosuf Hassan\Desktop\CD\Software (full version)\Airline Reservation System - Copy\Airline Reservation System\Airline2.mdb" to "bin\Debug\Airline2.mdb". Could not find file 'C:\Users\Mr. M Yoosuf Hassan\Desktop\CD\Software (full version)\Airline Reservation System - Copy\Airline Reservation System\Airline2.mdb'. Airline Reservation System

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  • Align the values of the cells in JTable?

    - by Venkats
    I'm not aware of how to align the values of cells in JTable. For Ex,The Jtable shows, Name Salary Mr.X 100000.50 XXXX 234.34 YYYy 1205.50 I want to align the "Salaries" in the following format. Name Salary Mr.X 100000.50 XXXX 234.34 YYYy 1205.50 How to align as above the JTable

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  • SQL help on a name dilemma

    - by Ardman
    I have a column which has surname and firstname plus salutation in. e.g. Bloggs,Joe,Mr I need to break this out into Bloggs Joe Mr as 3 seperate columns. Any ideas appreciated. How, the other thing is I won't know how many commas are in the initial column.

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  • Tuple conversion to a string

    - by David542
    I have the following list: [('Steve Buscemi', 'Mr. Pink'), ('Chris Penn', 'Nice Guy Eddie'), ...] I need to convert it to a string in the following format: "(Steve Buscemi, Mr. Pink), (Chris Penn, Nice Guy Eddit), ..." I tried doing str = ', '.join(item for item in items) but run into the following error: TypeError: sequence item 0: expected string, tuple found How would I do the above formatting?

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  • Confused about ASP.NET AJAX, AJAX, jQUERY and javascript

    - by Mr.Y
    Yesterday, I read couple of chapters on ASP.NET Ajax,and jQuery from my ASP.NET 4.0 book and I found those frameworks pretty interesting and decide to learn more about it. Today, I borrow some books from library on AJAX and Javascript. It seems ASP.NET ajax is different from Ajax and jQuery seems like the "new" javascript. Is that means I can skip javascript and learn jQUERY directly? On the other hand, the Ajax(non asp.net) book I borrow from library seems apply to the client side web programming only and looks quite difference from what I learned from ASP.NET AJAX. If I'm a ASP.NET developer I guess I should stick with ASP.NET AJAX instead of client side AJAX right? What about PHP? Is there a "PHP AJAX" similar to ASP.NET AJAX? It's not that I'm "lazy" to learn other tools, but I just want to focus on the right ones. Thx. The more I going deep

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  • Error when plugging iPod Touch into MacBook

    - by Mr. Man
    Whenever I plug my iPod Touch (2nd gen) into my MacBook running Ubuntu 10.10 I get the following error: DBus error org.freedesktop.DBus.Error.NoReply: Message did not receive a reply (timeout by message bus) It will show up in the file browser but whenever I try to mount it I get that error. EDIT: I thought that this might be because I had it plugged into a dock, but I tried plugging it in directly to the MacBook with the USB Cable and it still does not work, same error message.

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  • Visual Web Developer 2010 Express, automated testing, and SVN

    - by Mr. Jefferson
    We have an HTML designer who is not a developer but needs to modify .aspx files from our ASP.NET 2.0 projects from time to time in order to get CSS to work properly with them. Currently, this involves giving her the .aspx page by itself, which she opens and edits via Visual Studio 2008 (her computer used to be a developer's). I'm considering getting her set up with Visual Web Developer 2010 Express and Subversion access so she can be more independent, but I wanted to make sure VS Express will work properly with what we do. So: Does VWD 2010 Express support automated tests? If no to the above, what happens when it opens a solution file that includes a test project, modifies it, and saves it? Are there any potential snags with setting up AnkhSVN with VWD 2010 Express?

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  • How do you deal with translating theory into practice?

    - by Mr. Shickadance
    Hello all! Being a computer scientist in a research field I am often tasked with working alongside professionals outside of the software domain (think math people, electrical engineer etc), and then translating their theories and ideas into real-world implementations. I often find it difficult when they present a theoretical problem which appears to be somewhat disconnected from reality. I am not saying that the theory is bogus, only that it is difficult to translate into real-world situations. For example, recently I have been working with software defined radios. We are exploring many different areas, but often the math specialists in my group would present a problem which is heavily grounded in theory (signal processing, physics, whatever). I often struggle at times where it is hard to draw direct parallels between the theory and the real-world implementation that I need to develop. Say we are working on an energy detector, the theory person in my group would say "you need to measure the noise variance with no signal present." This leads me to think "how the hell do I isolate noise from a signal in reality?" There are many examples, but I hope you see where I am going. So, my question is how does one deal with implementation of theoretical concepts when the theory seems detached from reality? Or at least when the connections are not so clear. Or perhaps, the person with the 'theory' may be ignorant of real restrictions? Note: I found this to be a hard question to ask - hopefully you are following me. If you have suggestions on how I could improve it, by all means let me know! Thanks for looking! EDIT: To be a bit more clear, I understand in situations like this that I must learn that specific domain myself to an extent (i.e. signal processing), but I am more concerned with when those theoretical concepts do not appear to be as grounded in practice as one would like.

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  • Why is a fully transparent pixel still rendered?

    - by Mr Bell
    I am trying to make a pixel shader that achieves an effect similar to this video http://www.youtube.com/watch?v=f1uZvurrhig&feature=related My basic idea is render the scene to a temp render target then Render the previously rendered image with a slight fade on to another temp render target Draw the current scene on top of that Draw the results on to a render target that persists between draws Draw the results on to the screen But I am having problems with the fading portion. If I have my pixel shader return a color with its A component set to 0, shouldn't that basically amount to drawing nothing? (Assuming that sprite batch blend mode is set to AlphaBlend) To test this I have my pixel shader return a transparent red color. Instead of nothing being drawn, it draws a partially transparent red box. I hope that my question makes sense, but if it doesnt please ask me to clarify Here is the drawing code public override void Draw(GameTime gameTime) { GraphicsDevice.SamplerStates[1] = SamplerState.PointWrap; drawImageOnClearedRenderTarget(presentationTarget, tempRenderTarget, fadeEffect); drawImageOnRenderTarget(sceneRenderTarget, tempRenderTarget); drawImageOnClearedRenderTarget(tempRenderTarget, presentationTarget); GraphicsDevice.SetRenderTarget(null); drawImage(backgroundTexture); drawImage(presentationTarget); base.Draw(gameTime); } private void drawImage(Texture2D image, Effect effect = null) { spriteBatch.Begin(0, BlendState.AlphaBlend, SamplerState.PointWrap, null, null, effect); spriteBatch.Draw(image, new Rectangle(0, 0, width, height), Color.White); spriteBatch.End(); } private void drawImageOnRenderTarget(Texture2D image, RenderTarget2D target, Effect effect = null) { GraphicsDevice.SetRenderTarget(target); drawImage(image, effect); } private void drawImageOnClearedRenderTarget(Texture2D image, RenderTarget2D target, Effect effect = null) { GraphicsDevice.SetRenderTarget(target); GraphicsDevice.Clear(Color.Transparent); drawImage(image, effect); } Here is the fade pixel shader sampler TextureSampler : register(s0); float4 PixelShaderFunction(float2 texCoord : TEXCOORD0) : COLOR0 { float4 c = 0; c = tex2D(TextureSampler, texCoord); //c.a = clamp(c.a - 0.05, 0, 1); c.r = 1; c.g = 0; c.b = 0; c.a = 0; return c; } technique Fade { pass Pass1 { PixelShader = compile ps_2_0 PixelShaderFunction(); } }

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  • Software Development Realated Magazines? [closed]

    - by Mr Programmer
    Possible Duplicate: What are some well-respected programmers magazines? Both online and print I would like to know some good software development related magazines which introduce us to the new technologies as earlier as possible. Please tell me some top software development related magazines. There's no software development related magazine in my college library. So I've spoken to a library committee member and he told me to get the complete details of a magazine and set a price frame - about 3000 Indian Rupees. So please make sure the annual subscription price is Less than $70. Thank you.

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  • How to set TextureFilter to Point to make example Bloom filter work?

    - by Mr Bell
    I have simple app that renders some particles and now I am trying to apply the bloom shader from the xna samplers ( http://create.msdn.com/en-US/education/catalog/sample/bloom ) to it, but I am running into this exception: "XNA Framework HiDef profile requires TextureFilter to be Point when using texture format Vector4." When the BloomComponent tries to end the sprite batch in the DrawFullscreenQuad method: spriteBatch.Begin(0, BlendState.Opaque, SamplerState.PointWrap, null, null, effect); spriteBatch.Draw(texture, new Rectangle(0, 0, width, height), Color.White); spriteBatch.End(); //<------- Exception thrown here It seems to be related to the pixel shaders that I am using to animate the particle. In a nutshell, I have a texture2d in vector4 format that holds particle positions, and another one for velocities. Here is a snippet from that area: GraphicsDevice.SetRenderTarget(tempRenderTarget); animationEffect.CurrentTechnique = animationEffect.Techniques[technique]; spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, SamplerState.PointWrap, DepthStencilState.DepthRead, RasterizerState.CullNone, animationEffect); spriteBatch.Draw(randomValues, new Rectangle(0, 0, width, height), Color.White); spriteBatch.End(); What I comment out the code that calls the particle animation pixel shaders the bloom component runs fine. Is there some state that I need to reset to make the bloom work?

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  • How to create projection/view matrix for hole in the monitor effect

    - by Mr Bell
    Lets say I have my XNA app window that is sized at 640 x 480 pixels. Now lets say I have a cube model with its poly's facing in to make a room. This cube is sized 640 units wide by 480 units high by 480 units deep. Lets say the camera is somewhere in front of the box looking at it. How can I set up the view and projection matrices such that the front edge of the box lines up exactly with the edges of the application window? It seems like this should probably involve the Matrix.CreatePerspectiveOffCenter method, but I don't fully understand how the parameters translate on to the screen. For reference, the end result will be something like Johhny Lee's wii head tracking demo: http://www.youtube.com/watch?v=Jd3-eiid-Uw&feature=player_embedded P.S. I realize that his source code is available, but I am afraid I haven't been able to make heads or tails out of it.

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  • Confused about ASP.NET Ajax, jQuery and JavaScript

    - by Mr.Y
    Yesterday, I read couple of chapters on ASP.NET Ajax and jQuery from my ASP.NET 4 book and I found those frameworks pretty interesting and decide to learn more about them. Today, I borrowed some books from library on Ajax and JavaScript. It seems ASP.NET Ajax is different from Ajax and jQuery seems like the "new" JavaScript. Does it mean that I can skip JavaScript and learn jQuery directly? On the other hand, the non-ASP.NET Ajax book I borrowed seems to apply to the client side web programming only and looks quite different from what I learned from ASP.NET Ajax. If I'm an ASP.NET developer, I guess I should stick with ASP.NET Ajax instead of client side Ajax right? What about PHP? Is there a "PHP Ajax" similar to ASP.NET Ajax? It's not that I'm lazy to learn other tools, but I just want to focus on the right ones.

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