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  • Saving a list of points into a text file

    - by dylanisawesome1
    I recently posted a question about this, but was not really sure where to go. I've gotten some progress, and have generated some simple noise here: http://pastie.org/5408655 That works well enough for me, but I would really like to be able to save the points into an ascii text file. currently it's formatted so that something like this: http://pastie.org/5409311 would create a square. I need to save in this format with the points(and lines connecting them) generated in the method above. Essentially, I need to write the array of points created in the first example to a text file formatted like the second example.

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  • Which purpose do armor points serve?

    - by Bane
    I have seen a mechanic which I call "armor points" in many games: Quake, Counter Strike, etc. Generally, while the player has these armor points, he takes less damage. However, they act in a similar fashion that health points do: you lose them by taking said damage. Why would you design such a feature? Is this just health 2.0, or am I missing something? To me, armor only makes sense in, for example, RPG games, where it is a constant that determines your resistance. But I don't see why would it need to be reduceable during combat.

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  • Nouvelle méthode pour rapporter bugs et suggestions pour le forum avec une meilleure récompense niveau points

    Bonjour à toutes et à tous, Il nous a été rapporté que la manière actuelle de donner des rapports de bugs ou de suggestions sur le forum n'était pas idéale. En effet, un forum est pratique, mais ne vaut pas un réel système de bug tracker. De plus, le système de points ne reflète pas bien ce genre de participation : en effet les opposants à une suggestion n'hésitent pas à moinsser le message d'origine, faisant donc perdre des points à la personne qui suggère, et de plus un bug rapporté résolu ou une suggestion implémentée ne se traduisait par aucune espèce de récompense au niveau des points. Je trouve ceci anormal en sachant que toute idée certes n'est pas bonne à prendre suivant le contexte, mais que personne ne devrait être pénalisé pour avoir eu une idée.

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  • matrix to transform unit cube to space defined by 8 arbitrary points

    - by aadster
    I asked a question relating to similar to this already, but I think this is a clearer objective of what Im trying to achieve.. or whether its possible at all! Im trying to find a transformation (matrix ideally) which would transform the 8 points of a 3d unit cube to 8 arbitrary points in space. The 8 target points have no known structure. e.g: My gut feeling is that a matrix is unable to provide this xform since the cube faces vertices can be concave.. but are there any other methods of transformation? Thanks!

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  • Calculate random points (pixel) within a circle (image)

    - by DMills
    I have an image that contains a circles at a specific location, and of a specific diameter. What I need to do is to be able to calculate random points within the circle, and then manipulate said the pixels they correlate to. I have the following code already: private Point CalculatePoint() { var angle = _random.NextDouble() * ( Math.PI * 2 ); var x = _originX + ( _radius * Math.Cos( angle ) ); var y = _originY + ( _radius * Math.Sin( angle ) ); return new Point( ( int )x, ( int )y ); } And that works fine for finding all the points at the circumference of the circle, but I need all points from anywhere in the circle. If this doesn't make sense let me know and I will do my best to clarify.

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  • Javascript points calculating system

    - by coolboycsaba
    I trying to create a points calculating system with javascript, but the problem is with the mathematical part. I have saved on the server the points number, and based on that number I want to decide the level. Sorry for my bad english, I cant explain very well :D. I want something like: level 1 need 0 points level 2 needs 100 points level 3 needs 240 points level 4 needs 420 points level 5 needs 640 points and so on.... I need a mathematical function to calculate each level with it. Something that if I know the level to calculate the points needed, and if I know only the points to calculate the level.

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  • Laser Beam End Points Problems

    - by user36159
    I am building a game in XNA that features colored laser beams in 3D space. The beams are defined as: Segment start position Segment end position Line width For rendering, I am using 3 quads: Start point billboard End point billboard Middle section quad whose forward vector is the slope of the line and whose normal points to the camera The problem is that using additive blending, the end points and middle section overlap, which looks quite jarring. However, I need the endpoints in case the laser is pointing towards the camera! See the blue laser in particular:

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  • Laser Beam End Points Problems (XNA)

    - by user36159
    I am building a game in XNA that features colored laser beams in 3D space. The beams are defined as: Segment start position Segment end position Line width For rendering, I am using 3 quads: Start point billboard End point billboard Middle section quad whose forward vector is the slope of the line and whose normal points to the camera The problem is that using additive blending, the end points and middle section overlap, which looks quite jarring. However, I need the endpoints in case the laser is pointing towards the camera! See the blue laser in particular:

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  • Intersection points of plane set forming convex hull

    - by Toji
    Mostly looking for a nudge in the right direction here. Given a set of planes (defined as a normal and distance from origin) that form a convex hull, I would like to find the intersection points that form the corners of that hull. More directly, I'm looking for a way to generate a point cloud appropriate to provide to Bullet. Bonus points if someone knows of a way I could give bullet the plane list directly, since I somewhat suspect that's what it's building on the backend anyway.

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  • Incorrect results for frustum cull

    - by DeadMG
    Previously, I had a problem with my frustum culling producing too optimistic results- that is, including many objects that were not in the view volume. Now I have refactored that code and produced a cull that should be accurate to the actual frustum, instead of an axis-aligned box approximation. The problem is that now it never returns anything to be in the view volume. As the mathematical support library I'm using does not provide plane support functions, I had to code much of this functionality myself, and I'm not really the mathematical type, so it's likely that I've made some silly error somewhere. As follows is the relevant code: class Plane { public: Plane() { r0 = Math::Vector(0,0,0); normal = Math::Vector(0,1,0); } Plane(Math::Vector p1, Math::Vector p2, Math::Vector p3) { r0 = p1; normal = Math::Cross((p2 - p1), (p3 - p1)); } Math::Vector r0; Math::Vector normal; }; This class represents one plane as a point and a normal vector. class Frustum { public: Frustum( const std::array<Math::Vector, 8>& points ) { planes[0] = Plane(points[0], points[1], points[2]); planes[1] = Plane(points[4], points[5], points[6]); planes[2] = Plane(points[0], points[1], points[4]); planes[3] = Plane(points[2], points[3], points[6]); planes[4] = Plane(points[0], points[2], points[4]); planes[5] = Plane(points[1], points[3], points[5]); } Plane planes[6]; }; The points are passed in order where (the inverse of) each bit of the index of each point indicates whether it's the left, top, and back of the frustum, respectively. As such, I just picked any three points where they all shared one bit in common to define the planes. My intersection test is as follows (based on this): bool Intersects(Math::AABB lhs, const Frustum& rhs) const { for(int i = 0; i < 6; i++) { Math::Vector pvertex = lhs.TopRightFurthest; Math::Vector nvertex = lhs.BottomLeftClosest; if (rhs.planes[i].normal.x <= -0.0f) { std::swap(pvertex.x, nvertex.x); } if (rhs.planes[i].normal.y <= -0.0f) { std::swap(pvertex.y, nvertex.y); } if (rhs.planes[i].normal.z <= -0.0f) { std::swap(pvertex.z, nvertex.z); } if (Math::Dot(rhs.planes[i].r0, nvertex) < 0.0f) { return false; } } return true; } Also of note is that because I'm using a left-handed co-ordinate system, I wrote my Cross function to return the negative of the formula given on Wikipedia. Any suggestions as to where I've made a mistake?

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  • Points on lines where the two lines are the closest together

    - by James Bedford
    Hey guys, I'm trying to find the points on two lines where the two lines are the closest. I've implemented the following method (Points and Vectors are as you'd expect, and a Line consists of a Point on the line and a non-normalized direction Vector from that point): void CDClosestPointsOnTwoLines(Line line1, Line line2, Point* closestPoints) { closestPoints[0] = line1.pointOnLine; closestPoints[1] = line2.pointOnLine; Vector d1 = line1.direction; Vector d2 = line2.direction; float a = d1.dot(d1); float b = d1.dot(d2); float e = d2.dot(d2); float d = a*e - b*b; if (d != 0) // If the two lines are not parallel. { Vector r = Vector(line1.pointOnLine) - Vector(line2.pointOnLine); float c = d1.dot(r); float f = d2.dot(r); float s = (b*f - c*e) / d; float t = (a*f - b*c) / d; closestPoints[0] = line1.positionOnLine(s); closestPoints[1] = line2.positionOnLine(t); } else { printf("Lines were parallel.\n"); } } I'm using OpenGL to draw three lines that move around the world, the third of which should be the line that most closely connects the other two lines, the two end points of which are calculated using this function. The problem is that the first point of closestPoints after this function is called will lie on line1, but the second point won't lie on line2, let alone at the closest point on line2! I've checked over the function many times but I can't see where the mistake in my implementation is. I've checked my dot product function, scalar multiplication, subtraction, positionOnLine() etc. etc. So my assumption is that the problem is within this method implementation. If it helps to find the answer, this is function supposed to be an implementation of section 5.1.8 from 'Real-Time Collision Detection' by Christer Ericson. Many thanks for any help!

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  • Keystone Correction using 3D-Points of Kinect

    - by philllies
    With XNA, I am displaying a simple rectangle which is projected onto the floor. The projector can be placed at an arbitrary position. Obviously, the projected rectangle gets distorted according to the projectors position and angle. A Kinect scans the floor looking for the four corners. Now my goal is to transform the original rectangle such that the projection is no longer distorted by basically pre-warping the rectangle. My first approach was to do everything in 2D: First compute a perspective transformation (using OpenCV's warpPerspective()) from the scanned points to the internal rectangle's points und apply the inverse to the rectangle. This seemed to work but was too slow as it couldn't be rendered on the GPU. The second approach was to do everything in 3D in order to use XNA's rendering features. First, I would display a plane, scan its corners with Kinect and map the received 3D-Points to the original plane. Theoretically, I could apply the inverse of the perspective transformation to the plane, as I did in the 2D-approach. However, in since XNA works with a view and projection matrix, I can't just call a function such as warpPerspective() and get the desired result. I would need to compute the new parameters for the camera's view and projection matrix. Question: Is it possible to compute these parameters and split them into two matrices (view and projection)? If not, is there another approach I could use?

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  • Interpolation between two 3D points?

    - by meds
    I'm working with some splines which define a path a character follows (you can see a gameplay video here to get a better understanding of what's going on: http://www.youtube.com/watch?v=BndobjOiZ6g). Basically the characters 'forward' look direction is set to the 'forward' direction of the spline and when players tilt their phone left and right the character is strafed along its 'right' coordinate. The issue with this is (rather obviously) in performance, interpolating over a spline to find the nearest position and tangent relative to the player is an incredibly costly operation. To get by this I cache a finite number of positions in what I call 'SplineDetails', the class is as follows: public class SplineDetails { public SplineDetails() { Forward = Vector3.forward; Position = Vector3.one * float.MaxValue; Alpha = -1; } public float Alpha; // [0,1] measured along length of spline where 0 is the initial point and 1 is the end point of the spline public Vector3 Position; // the point of the spline at this alpha public Vector3 Forward; // the forward tangent of the spline at this alpha } I populate this with say 30 coordinates and I can give a rough estimate of a coordinate and 'forward' based on a position past in. It's not as accurate but it's much faster. But now I'd like to make the system work better by estimating positions and 'forward' directions by interpolating between two of the cached points though I'm stuck trying to figure out some logic. My first problem is, how can I determine between which two points the object is? Given each point can be placed at different intervals along the spline it could mean that two points in front or behind the object can be closer to the object. The other problem is to figure out the proportion between the two paths it's between, i.e. if there is a point a at coordinate (0,0,0) and point b at coordinate (1,0,0) if the object is at position (0.5,0,0) then the result it should give is '0.5' (as it is equal distance away from point a and point b). That's a simple example, but what if the object is at coordinate (0.5,3,0) for example?

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  • [MINI HOW-TO] Redeem Pre-paid Zune Card Points for Zune Marketplace Media

    - by Mysticgeek
    If you don’t want to pay the monthly fee for a Zune Pass, one option is buying a pre-paid Zune card. Here we take a look at how to redeem the Zune card points so you can get music for your Zune or Zune HD. Of course the first thing you will need to do is buy a Zune card. You can find them for different amounts at most retail locations that sell Zune’s like Walmart, Best Buy…etc. When you purchase the card make sure the cashier activates it.   Now open up your Zune desktop software and sign in if you aren’t already. Go into Settings \ Account and under Microsoft Points click on Redeem Code. Now enter the code from the back of the card that you scratch off and hit Next. After entering in your code successfully it asks for your contact information, which seems odd considering you’re using a prepaid card. You may want to enter in a fictitious address and phone number if concerned about privacy…then click Next. The only thing you might want to enter in legitimately is your email address to get a confirmation email. You’re given a Thank you message… And back in your Account Settings you’ll see the points have been added. Now you can go shopping for music, videos, TV shows, and more at the Zune Marketplace. If you don’t want to give up your credit card info and pay the monthly fee for the Zune Pass, using prepaid card to purchase music as you go is a good alternative. Similar Articles Productive Geek Tips Update Your Zune Player SoftwareUnofficial Windows XP Themes Created by MicrosoftSweet Black Theme for Windows XPMake Windows XP Use a Custom Theme for the Classic Logon ScreenListen to Local FM Radio in Windows 7 Media Center TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional Easily Sync Files & Folders with Friends & Family Amazon Free Kindle for PC Download Stretch popurls.com with a Stylish Script (Firefox) OldTvShows.org – Find episodes of Hitchcock, Soaps, Game Shows and more Download Microsoft Office Help tab The Growth of Citibank

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  • Is there evidence that linking to quality, reputable and popular website helps with ranking?

    - by JVerstry
    Is there any evidence that linking to external quality, reputable and popular websites helps with ranking (directly or indirectly)? Is there an established correlation? Some posts on the web do claim it, but without providing any evidence. It is known that if your website links to bad neighborhood, this will harm your reputation and authority, but does the reverse actually help? And, does it matter if the website is young or old in this case? Update I have found this Moz video revealing there is a 0.04 correlation with ranking.

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  • QuadTree: store only points, or regions?

    - by alekop
    I am developing a quadtree to keep track of moving objects for collision detection. Each object has a bounding shape, let's say they are all circles. (It's a 2D top-down game) I am unsure whether to store only the position of each object, or the whole bounding shape. If working with points, insertion and subdivision is easy, because objects will never span multiple nodes. On the other hand, a proximity query for an object may miss collisions, because it won't take the objects' dimensions into account. How to calculate the query region when you only have points? If working with regions, how to handle an object that spans multiple nodes? Should it be inserted in the nearest parent node that completely contains it, even if this exceeds the node's capacity? Thanks.

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  • Rotate an object given only by its points?

    - by d33tah
    I was recently writing a simple 3D maze FPP game. Once I was done fiddling with planes in OpenGL, I wanted to add support for importing Blender objects. The approach I used was triangulization of the object, then using Three.js to export the points to plaintext and then parsing the result JSON in my app. The example file can be seen here: https://github.com/d33tah/tinyfpp/blob/master/Data/Models/cross.txt The numbers represent x,y,z,u,v of a single vertex, which combined in three make a triangle. Then I rendered such an object triangle-by-triangle and played with it. I could move it back and forth and sideways, but I still have no idea how to rotate it by some axis. Let's say I'd like to rotate all the points by five degrees to the left, how would a code doing it look like?

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  • /users/tags should contain scores

    - by Sean Patrick Floyd
    I am implementing some simple JavaScript/bookmarklet based apps that show some reputation info, including the score in the User's top tags (roughly based on this previous bookmarklet of mine). Now I can get a user's top tags (using the API), and I can also get the per-tag score if the user is logged in, by dynamically parsing the tag's top users page. But it costs me one AJAX request per tag and I have to download 10+k to extract a single numeric value. It would save a lot of traffic if the tags in <api>/users/<userid>/tags had a score field. The data seems to be there, after all the top users pages use it, so it would just be a question of exposing the data. Suggested structure: "tags": [ { "name": { "description": "name of the tag", "values": "string", "optional": false, "suggested_buffer_size": 25 }, "score": { "description": "tag score, sum of up votes for answers on non-wiki questions", "values": "32-bit signed integer", "optional": false }, "count": { "description": "tag count, exact meaning depends on context", "values": "32-bit signed integer", "optional": false }, "restricted_to": { "description": "user types that can make use of this tag, lack of this field indicates it is useable by all", "values": "one of anonymous, unregistered, registered, or moderator", "optional": true }, "fulfills_required": { "description": "indicates whether this tag is one of those that is required to be on a post", "values": "boolean", "optional": false }, "user_id": { "description": "user associated with this tag, depends on context", "values": "32-bit signed integer", "optional": true } } ]

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  • Optimizing spacing of mesh containing a given set of points

    - by Feynman
    I tried to summarize the this as best as possible in the title. I am writing an initial value problem solver in the most general way possible. I start with an arbitrary number of initial values at arbitrary locations (inside a boundary.) The first part of my program creates a mesh/grid (I am not sure which is the correct nuance), with N points total, that contains all the initial values. My goal is to optimize the mesh such that the spacing is as uniform as possible. My solver seems to work half decently (it needs some more obscure debugging that is not relevant here.) I am starting with one dimension. I intend to generalize the algorithm to an arbitrary number of dimensions once I get it working consistently. I am writing my code in fortran, but feel free to reply with pseudocode or the language of your choice. Allow me to elaborate with an example: Say I am working on a closed interval [1,10] xmin=1 xmax=10 Say I have 3 initial points: xmin, 5 and xmax num_ivc=3 known(num_ivc)=[xmin,5,xmax] //my arrays start at 1. Assume "known" starts sorted I store my mesh/grid points in an array called coord. Say I want 10 points total in my mesh/grid. N=10 coord(10) Remember, all this is arbitrary--except the variable names of course. The algorithm should set coord to {1,2,3,4,5,6,7,8,9,10} Now for a less trivial example: num_ivc=3 known(num_ivc)=[xmin,5.5,xmax or just num_ivc=1 known(num_ivc)=[5.5] Now, would you have 5 evenly spaced points on the interval [1, 5.5] and 5 evenly spaced points on the interval (5.5, 10]? But there is more space between 1 and 5.5 than between 5.5 and 10. So would you have 6 points on [1, 5.5] followed by 4 on (5.5 to 10]. The key is to minimize the difference in spacing. I have been working on this for 2 days straight and I can assure you it is a lot trickier than it sounds. I have written code that only works if N is large only works if N is small only works if it the known points are close together only works if it the known points are far apart only works if at least one of the known points is near a boundary only works if none of the known points are near a boundary So as you can see, I have coded the gamut of almost-solutions. I cannot figure out a way to get it to perform equally well in all possible scenarios (that is, create the optimum spacing.)

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  • How do I get points on a curve in PHP with log()?

    - by Erick
    I have a graph I am trying to replicate: I have the following PHP code: $sale_price = 25000; $future_val = 5000; $term = 60; $x = $sale_price / $future_val; $pts = array(); $pts[] = array($x,0); for ($i=1; $i<=$term; $i++) { $y = log($x+0.4)+2.5; $pts[] = array($i,$y); echo $y . " <br>\n"; } How do I make the code work to give me the points along the lower line (between the yellow and blue areas)? It doesn't need to be exact, just somewhat close. The formula is: -ln(x+.4)+2.5 I got that by using the Online Function Grapher at http://www.livephysics.com/ Thanks in advance!!

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  • How to give points for each indices of list

    - by Eric Jung
    def voting_borda(rank_ballots): '''(list of list of str) -> tuple of (str, list of int) The parameter is a list of 4-element lists that represent rank ballots for a single riding. The Borda Count is determined by assigning points according to ranking. A party gets 3 points for each first-choice ranking, 2 points for each second-choice ranking and 1 point for each third-choice ranking. (No points are awarded for being ranked fourth.) For example, the rank ballot shown above would contribute 3 points to the Liberal count, 2 points to the Green count and 1 point to the CPC count. The party that receives the most points wins the seat. Return a tuple where the first element is the name of the winning party according to Borda Count and the second element is a four-element list that contains the total number of points for each party. The order of the list elements corresponds to the order of the parties in PARTY_INDICES.''' #>>> voting_borda([['GREEN','NDP', 'LIBERAL', 'CPC'], ['GREEN','CPC','LIBERAL','NDP'], ['LIBERAL','NDP', 'CPC', 'GREEN']]) #('GREEN',[4, 6, 5, 3]) list_of_party_order = [] for sublist in rank_ballots: for party in sublist[0]: if party == 'GREEN': GREEN_COUNT += 3 elif party == 'NDP': NDP_COUNT += 3 elif party == 'LIBERAL': LIBERAL_COUNT += 3 elif party == 'CPC': CPC_COUNT += 3 for party in sublist[1]: if party == 'GREEN': GREEN_COUNT += 2 elif party == 'NDP': NDP_COUNT += 2 elif party == 'LIBERAL': LIBERAL_COUNT += 2 elif party == 'CPC': CPC_COUNT += 2 for party in sublist[2]: if party == 'GREEN': GREEN_COUNT += 1 elif party == 'NDP': NDP_COUNT += 1 elif party == 'LIBERAL': LIBERAL_COUNT += 1 elif party == 'CPC': CPC_COUNT += 1 I don't know how I would give points for each indices of the list MORE SIMPLY. Can someone please help me? Without being too complicated. Thank you!

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