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  • How do I interpolate air drag with a variable time step?

    - by Valentin Krummenacher
    So I have a little game which works with small steps, however those steps vary in time, so for example I sometimes have 10 Steps/second and then I have 20 Steps/second. This changes automatically depending on how many steps the user's computer can take. To avoid inaccurate positioning of the game's player object I use y=v0*dt+g*dt^2/2 to determine my objects y-position, where dt is the time since the last step, v0 is the velocity of my object in the beginning of my step and g is the gravity. To calculate the velocity in the end of a step I use v=v0+g*dt what also gives me correct results, independent of whether I use 2 steps with a dt of for example 20ms or one step with a dt of 40ms. Now I would like to introduce air drag. For simplicity's sake I use a=k*v^2 where a is the air drag's acceleration (I am aware that it would usually result in a force, but since I assume 1kg for my object's mass the force is the same as the resulting acceleration), k is a constant (in this case I'm using 0.001) and v is the speed. Now in an infinitely small time interval a is k multiplied by the velocity in this small time interval powered by 2. The problem is that v in the next time interval would depend on the drag of the last which again depends on the v of the last interval and so on... In other words: If I use a=k*v^2 I get different results for my position/velocity when I use 2 steps of 20ms than when I use one step of 40ms. I used to have this problem for my position too, but adding +g*dt^2/2 to the formula for my position fixed the problem since it takes into account that the position depends on the velocity which changes slightly in every infinitely small time interval. Does something like that exist for air drag too? And no, I dont mean anything like Adding air drag to a golf ball trajectory equation or similar, for that kind of method only gives correct results when all my steps are the same. (I hope you can understand my intermediate english, it's not my main language so I would like to say sorry for all the silly mistakes I might have made in my question)

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  • Choosing the correct network protocol for my type of game (its Wc3 Warlock style)

    - by Moritz
    I need to code a little game for a school project. The type of the game is like the Warcraft 3 map "Warlock", if anyone doesnt know it, here is a short description: up to ten players spawn into an arena filled with lava, the goal of each player is to push the other players into the lava with spells (basically variations of missiles, aoe nukes, moba spells etc) http://www.youtube.com/watch?v=c3PoO-gcJik&feature=related we need to provide multiplayer-support over the internet, for that reason I am looking for the best network protocol for this type of game (udp, tcp, lock step, client-server...) what the requirements are: - same/stable simulation on all clients - up to ten players - up to ~100 missiles on the field - very low latency since its reaction based (i dont know the method wc3 used, but it was playable with the old servers) what would be nice (if even possible, since the traffic might be too big): - support for soft bodies over the network (with bullet physics), but this is no real requirement I read several articles about the lock step method used for RTS games, this seems to be great, but does it fit for real-time action games too (ping-related)? If anyone has run into the same problems/questions like me, I would be very happy about any help

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  • External monitor on old Dell 700m?

    - by Adam Henne
    Okay, linux noob. I installed 10.04 on an old Dell 700m in hopes of using it as a media center device. That seems to work great, except now it won't output to the external monitor. VGA cable works fine, TV recognizes other computers fine, it's the laptop that won't output. Turns out that the 700m, unlike every other computer out there, doesn't have a Fn hotkey to switch monitors. The only way to do it in Windows was to go through the Control Panel. In Ubuntu, though, the Monitor setup won't detect or recognize any monitors. The laptop display works fine, but I can't adjust or add anything. I did a little research and found suggestions for older Ubuntu builds involving the xorg.conf. I tried one out, in spite of my unfamiliarity, and it's screwed the whole display big time. I can fix that with a clean reinstall, that's no problem, but I'm cautious about editing xorg again. Any suggestions? Thank you!

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  • What is the standard technique for shifting the frames of a sprite according to user input?

    - by virtual__
    From my own experience, I developed two techniques for changing the sprites of a character that's reacting to user input -- this in the context of a classic 2D platformer. The first one is to store all character's pixmaps in a list, putting the index of the currently used pixmap in an ordinary variable. This way, every time the player presses a key -- say the right arrow for moving the character forward -- the graphics engine sees what's the next pixmap to draw, draws it, and increments the index counter. That's a pretty common approach I believe, the problem is that in this case the animation's quality depends not only on the number of sprites available but also on how often your engine listens to user input. The second technique is to actually play an animation every key press event. For this you can use any sort of animation framework you want. It's only necessary to set the timer, the animation steps and to call the animation's play() method on your key press event handler. The problem with that approach is that is lacks responsiveness, since the character won't react to any input while the current animation is still being played. What I want to know is whether you are using one of these techniques -- or something similar -- in your games, or whether there's a standard method for animating sprites out there that's widely known by everybody but me.

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  • Documents stored on separate internal drive, Ubuntu doesn't notice on startup

    - by PlanoAlto
    My machine has Windows 7 Ultimate x64 and Ubuntu 12.04 LTS running side-by-side on a single hard drive with GRUB bootloader, each with 500 GB storage. I keep my personal documents on a separate 1TB hard drive so they remain isolated from any changes I make to the OS drive, but when Ubuntu starts it does not seem to notice my documents drive. While I've installed and worked with Ubuntu 12.04 Server x32 before, using it as a desktop OS is new to me. I use my documents drive for all of my personal data, including wallpapers and music, so it is imperative that Ubuntu recognize it on startup. Concerning the two specific examples: Ubuntu loads with the default blue-colored desktop instead of my desired picture of the spectacular Carina galaxy. When I right-click the desktop and select "Change Desktop Background", it wakes up from its amnesia and loads the proper background. As for my music, Rhythmbox defaults to an empty library upon reboot, forcing me to reload the settings manually each time. This gets quite tedious because I certainly can't work to my full potential without my music. The second thing I would like to address is making Ubuntu point the documents directories in ~ to their appropriate counterparts on the 1TB documents drive. I realize that this question is not new, but when I create the symbolical links, they established themselves inside the directories and did not convert the directories themselves into symbolical links. I also prefer not to move the files themselves from their current location on the 1TB drive. I believe this would also help the Rhythmbox library problem as well considering it's a default directory for the music player. Excerpt from fstab: proc /proc proc nodev,noexec,nosuid 0 0 # / was on /dev/sdb6 during installation UUID=057ac83e-76ad-460d-86e5-b6d46e9b1d80 / ext4 errors=remount-ro 0 1 # swap was on /dev/sdb7 during installation #UUID=1183df90-23fc-44e4-aa17-4e7c9865d5cb none swap sw 0 0 /dev/mapper/cryptswap1 none swap sw 0 0 That's enough content for one question. I really like the Ubuntu experience so far since it doesn't treat me like an idiot out of the box (can't say the same for Windows) so I can't wait to hear from the community! Thanks for your help in advance.

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  • What packages are safe to uninstall to reduce installation size?

    - by mathematician1975
    This question is similar to a previous question I asked How can I turn my desktop Ubuntu 8.04 into a command line only install?. I was wondering if anyone can recommend any other bulky packages from the standard 8.04 installation that can reduce the size on disk of my installation. All I really require is socket functionality, g++ and gcc, some kind of text editor and SSH client and server. Things that I don't require are things like media players, audio packages, and the more "superficial" kind of desktop niceties. Is there anything particularly large in a standard install that is safe for me to remove without compromising my requirements above? I am a bit apprehensive about trying to uninstall items and I am not totally confident about removal of particular things having a negative effect on the functionality of any other things I might need (an example is would it be safe for me to remove everything to do with Perl, or does the system/kernel/other processes require this) ??? Basically I would like to be left with the kind of items that would have been installed in the CLI version of 8.04 (had the alternative iso image not been faulty). Any help/suggestions would be gratefully received.

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  • Noise Canceling Earphones

    - by Mark Treadwell
    I travel a lot. The hours spent droning through the sky can be made more tolerable with an MP3 player and a set of noise-cancelling headphones. Reducing the sound of the airflow and engines is a great relief. For a year or two, I used a pair of folding Sony MDR-NC5 Noise Canceling Headphones, the ear foam covers self-destructed. I replaced them with old washcloth material and was happy, but the DW thought it looked bad.  I switched to a new set of Sony MDR-NC6 Noise Canceling Headphones.  These worked equally well, although they did not fold as small as the MDR-NC5 headphones. Over four years of use, the MDR-NC6 headphones started cutting out and making popping noises.  This was not surprising considering the beating they took on travel in my backpack.  It looked like I needed another new set. The older MDR-NC5 headphones were still on the shelf with the hated washcloth covers.  A quick search online showed a vibrant business in selling replacement ear foams, often at exorbitant prices.  Nowhere did I see ear foam covers made for the oblong MDR-NC5.  I then realized that foam is stretchable and that the shape should not matter.  After another search and some consideration, I purchased 2-5/16" foam pad ear covers that were able to stretch over the MDR-NC5's strange shape.  Problem solved for less than $5.

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  • What is involved with writing a lobby server?

    - by Kira
    So I'm writing a Chess matchmaking system based on a Lobby view with gaming rooms, general chat etc. So far I have a working prototype but I have big doubts regarding some things I did with the server. Writing a gaming lobby server is a new programming experience to me and so I don't have a clear nor precise programming model for it. I also couldn't find a paper that describes how it should work. I ordered "Java Network Programming 3rd edition" from Amazon and still waiting for shipment, hopefully I'll find some useful examples/information in this book. Meanwhile, I'd like to gather your opinions and see how you would handle some things so I can learn how to write a server correctly. Here are a few questions off the top of my head: (may be more will come) First, let's define what a server does. It's primary functionality is to hold TCP connections with clients, listen to the events they generate and dispatch them to the other players. But is there more to it than that? Should I use one thread per client? If so, 300 clients = 300 threads. Isn't that too much? What hardware is needed to support that? And how much bandwidth does a lobby consume then approx? What kind of data structure should be used to hold the clients' sockets? How do you protect it from concurrent modification (eg. a player enters or exists the lobby) when iterating through it to dispatch an event without hurting throughput? Is ConcurrentHashMap the correct answer here, or are there some techniques I should know? When a user enters the lobby, what mechanism would you use to transfer the state of the lobby to him? And while this is happening, where do the other events bubble up? Screenshot : http://imageshack.us/photo/my-images/695/sansrewyh.png/

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  • How do I find actors in an area on a poly-precise basis?

    - by Almo
    Ok, I've been asking various questions and getting some good answers, but I think I need to rethink my method, so I'll describe the problem. I have a player who has a big blue box in front of him. This box shows which KActors will be pushed when he pulls the trigger: Currently, the blue box spawns a descendant of Actor which checks collision to see which KActors are touching it: foreach Owner.TouchingActors(class'DynamicSMActor', DynamicActorItt) { // do stuff } The problem is, if you check for touching between Actors and KActors, it looks like it does a plain axis-aligned bounding-box collision. The power will push the box on the lower right, when it's clear it's not touching the blue box. How should I do this properly? I just need a way to find out which KActors are touching that area, on a poly-by-poly level. These collisions are only done with rectangular boxes and simple sphere collision; we are aware of the potential for performance issues with complex objects and poly-collision. I've tried making the collision checker a KActor, but it doesn't report any TouchingActors. This issue is causing us trouble in a lot of other places as well. So solving this problem is a core issue in our game.

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  • Default mount options on auto-mounted NTFS partitions (how to add `noexec` and `fmask=0111`?)

    - by jetxee
    I use auto-mounting of external USB devices, and it works as expected, except that NTFS partitions are mounted with executability flag on. For example: /dev/sdb1 on /media/Elements type fuseblk (rw,nosuid,nodev,allow_other,blksize=4096,default_permissions) All normal files are -rwxrwxrwx on this partition. I am not happy with the xs. I know I can have it mounted the way I want if I pass the fmask=0111 option. Now I use Lucid, and suppose it uses some new auto-mounting mechanism (gvfs-mount?), but I don't really know how the default mounting options can be changed now. Gconf settings in /system/storage/default_options/ntfs/mount_options have no effect. So, how do I make fmask=0111 the default automounting option for all NTFS partitions? (I'd be grateful also if someone explains how the current automounting mechanism works, how to configure it, and if the default mounting options are hard-coded, what I have to recompile to change them). I know that I can put a line in the /etc/fstab and/or mount manually, but this is not the solution I want, because 1) I don't want to edit /etc/fstab for each and every external drive I use, 2) fstab records appear in the Places pane of Nautilus, even if the drives are not present. The questions is how to change the defaults.

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  • Hit Detection When rotating the camera

    - by SD1990
    This bug/feature has been plaguing me for a while and i want to know the best way to fix it. I'm testing simple hit detection with a wall, like: if (Forward button) if(Inv.w.z < -49 || Inv.w.z > 49) pos.z = 0.0f; else if(Inv.w.x < -49 || Inv.w.x > 49) pos.z = 0.0f; else pos.z = +1.0f; where Inv.w. is the camera positions. Now obviously when i now hit that certain point i can no longer move away from the wall or anywhere in fact. How can i change this code to allow for the camera to be turned away from the wall so therefore i should be allowed to move? for example, the player hits the wall and i cant move until i turn around or to the side? I know its something to do with velocity but im pretty new to this so please bare with me if this is easy.

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  • I cannot change the grub Default item from OS-1, but I can from OS-2 (dual-boot 10.04 on both)

    - by fred.bear
    My 10.04 system (OS-1) got into a tangle the other day, so I installed a second, dual-boot 10.04 (OS-2), so that I could trouble-shoot the hung system... In case it is relevant to my question, I'll mention that since I got OS-1 working again, it has shown a few battle wounds from its ordeal (.. actually the ordeal was mine ... trying to figure it all out ;) ... I lost some custom settings, but not all. (For the curious: the hangup was caused by rsync writing 600 GB to OS-1's 320 GB drive.. The destination drive was unmounted at the time, and rsync dutifully wrote directly to /media/usb_back; filling it to capacity... I have since, ammended my script :) Because the dual-boot MBR was prepared by OS-2, it is first on the grub list.. However, I want OS-1 to be the default OS to boot... From OS-1, I tried two methods to change the grub-menu's defaule OS. eg. Directly editing /etc/default/grub (then update-grub) Running 'Startup Manager' (then update-grub) Neither of these methods had any effect... so I started OS-2, and tried method 1... It worked! Why can I not change the grub menu from OS-1? .. or if it can be done, How?

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  • Artificial Intelligence ... how to make an object roam freely/avoid other objects, and model consciousness? [on hold]

    - by help bonafide pigeons
    Say a simple free roam battle scene in which a player runs around freely and engages in battle with other enemies/objects, as shown below: The dragon/dinosaur (or whatever that thing I drew appears to be) will, by some measure, try and avoid attacks so it is modeled to appear to have a conscious desire to avoid pain. My question is ... since this is very complex, many possible strategies for solving this, algorithms, etc., what is the basic idea behind how this would be accomplished in any sort? Like, we can assume the enemy in the picture is not just going to aimlessly hop around and avoid, but freely be modeled to behave as if it were really exploring/fighting. For the best example I can give, witness the behavior of the enemies in Final Fantasy 12 in this video: http://www.youtube.com/watch?v=mO0TkmhiQ6w How do the pros, or how would anyone attempt solve/implement this? PS: I have tried several times to give an image the "illusion" that is has a conciousness, but aside from emulating a real animal's consciousness in complete, I fall short and get choppy moving images that follow predictable patterns, error-prone movements, and the worst imaginable scenario of a battle engagement.

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  • My new hard drive won't automount on boot

    - by user518
    I installed a new hard drive right before installing the new Ubuntu 11.10 by reformatting, not upgrading. I was able to mount my drive, and partition it. It's a 1TB, and I was able to transfer all of my music, and videos to it. For some reason, it won't mount on boot, and I can't figure out how to manually mount it afterwards either. Here's my current /etc/fstab: # /etc/fstab: static file system information. # # Use 'blkid' to print the universally unique identifier for a # device; this may be used with UUID= as a more robust way to name devices # that works even if disks are added and removed. See fstab(5). # # proc /proc proc nodev,noexec,nosuid 0 0 # / was on /dev/sda1 during installation UUID=e0fbdf09-f9a0-4336-bac3-ba4dc6cfbcc0 / ext4 errors=remount-ro,user_xattr 0 1 # swap was on /dev/sda5 during installation UUID=adf15180-c84c-4309-bc9f-085fd7464f89 none swap sw 0 0 /dev/sdc1 /media/sdc1 ext4 defaults 0 0 The last line is what I added for my hard drive. Here's the output from sudo lshw -C disk: % sudo lshw -C disk ~ *-disk:0 description: ATA Disk product: ST3250310AS vendor: Seagate physical id: 0 bus info: scsi@2:0.0.0 logical name: /dev/sda version: 3.AD serial: 6RYBF2QE size: 232GiB (250GB) capabilities: partitioned partitioned:dos configuration: ansiversion=5 signature=000da204 *-cdrom description: DVD-RAM writer product: DVD+-RW DH-16A6S vendor: PLDS physical id: 0.0.0 bus info: scsi@4:0.0.0 logical name: /dev/cdrom logical name: /dev/cdrw logical name: /dev/dvd logical name: /dev/dvdrw logical name: /dev/scd0 logical name: /dev/sr0 version: YD11 capabilities: removable audio cd-r cd-rw dvd dvd-r dvd-ram configuration: ansiversion=5 status=nodisc

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  • multi-thread in mmorpg server

    - by jean
    For MMORPG, there is a tick function to update every object's state in a map. The function was triggered by a timer in fixed interval. So each map's update can be dispatch to different thread. At other side, server handle player incoming package have its own threads also: I/O threads. Generally, the handler of the corresponding incoming package run in I/O threads. So there is a problem: thread synchronization. I have consider two methods: Synchronize with mutex. I/O thread lock a mutex before execute handler function and map thread lock same mutex before it execute map's update. Execute all handler functions in map's thread, I/O thread only queue the incoming handler and let map thread to pop the queue then call handler function. These two have a disadvantage: delay. For method 1, if the map's tick function is running, then all clients' request need to waiting the lock release. For method 2, if map's tick function is running, all clients' request need to waiting for next tick to be handle. Of course, there is another method: add lock to functions that use data which will be accessed both in I/O thread & map thread. But this is hard to maintain and easy to goes incorrect. It needs carefully check all variables whether or not accessed by both two kinds thread. My problem is: is there better way to do this? Notice that I said map is logic concept means no interactions can happen between two map except transport. I/O thread means thread in 3rd part network lib which used to handle client request.

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  • Feedback on meeting of the MSCC - 20.07.2013

    Impression of our meetup on 20.07.2013 Low quantity but high quality! Meetup summary: Quick introduction to ?MSCC? and interesting topics in general, especially for freshman from/at university. It also seems that the open concept of OUYA (Android-based gaming console) got some attention and hopefully new fans. More info is available online: http://www.ouya.tv/ Design contest The design contest is still going on... There's currently only one submission. Come on, you web & graphic designers in Mauritius - SHOW YOUR WORKAny draft will be published over here: MSCC Design Contest - https://www.facebook.com/media/set/?set=a.200036533488751.1073741829.181737551985316&type=3 Goodies give-away And the first 2 one-month subscriptions for Pluralsight have been well received by attendees, too. Unfortunately, we didn't have any free WiFi at Talking Drums - so, we might have to consider another location for the next meetup. Change of schedule As we spoke about the advantages of gathering during the weekend, we worked out a schedule that could be applied to future meetups of the MSCC. I'm going to address this tomorrow during our regular meetings on Wednesday to see about the response of other members, too.

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  • Problems moving a rectangle in Pygame.

    - by Yann Core
    Hi guys! I'm making a game in Pygame and I want to be able to target enemy unit. I made it so when I click on them a variable "targeted" becomes true, and stays true until I click somewhere else on the screen. I also want targeted units to have a small green circle around them, so I made it in GEDIT. I have made a function that draws everything on the screen (the background, the player, objects, etc) and in the part where it draws the units it checks if the variable "targeted" is true and if it is it should move that little green circle over the enemy units. here is the code that does that: screen.blit(enemy_unit.pic, enemy_unit.rect) #draw the unit if enemy_unit.targeted == True: #if the unit has been targeted then draw a circle over it target_rect.move_ip(enemy_unit.pos) #move the circle to the unit target_rect.fit(enemy_unit.rect) #there are some bigger units and some smaller ones, so we have to "scale" the circle screen.blit(target_pic, target_rect) #actually draw the circle This doesn't work, when I target the unit the circle just appears for a 1/5 of second next (not on, but just next) to the unit and then disappears. I am sure that I am keeping a good track of "enemy_unit.pos" because I tested it (I added a piece of code that would print one units position and mouse's position every time i clicked the mouse and when i was near him the numbers were same). If you could give me a hint about what I'm doing wrong. I think its in move_ip function, but I tried just move and it didn't work either (the circle didn't even show at all)!

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  • Unreal Torunament (UT99) no sound in 12.04?

    - by Talas
    I've been trying to get sound working in Unreal Torunament for a couple of days now. I'm using the native Unreal Tournament version, not wine or something like that. I have sound in all other games and media applications that I have tried. In older ubuntu versions it worked fine. I'm now using kubuntu 12.04, I have all the alsa-oss and oss-compat packages installed. I have followed most of the advice out there, and it all seems to fall on padsp and aoss. My problem, however, is that even when trying to use padsp or aoss, I can't get any sound at all. (Note UT has two output modes: ALAudio and Generic(OSS), I have tried both). Is there some configuration required to use padsp or aoss correctly? I have ran it like padsp ./ut and aoss ./ut If using the AL backend in UT I get (both aoss and padsp give this): Bound to ALAudio.so open /dev/dsp: Invalid argument Audio initialization failed. If using the OSS backend in UT I get (both aoss and padsp give this): Bound to Audio.so Failed to open audio device. Audio initialization failed. Note that so far, I have gotten absolutely no sound. Thanks for any help!

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  • Garage Sale Code &ndash; Everything must go!

    - by mbcrump
    Garage Sale Code     The term “Garage Sale Code” came from a post by Scott Hanselman. He defines Garage Sale Code as: Complete – It’s a whole library or application. Concise – It does one discrete thing. Clear – It’ll work when you get it. Cheap – It’s free or < 25 cents. (Quite Possibly) Crap – As with a Garage Sale, you’ll never know until you get it home if it’s useless. With the code I’ve posted here, you’ll get all 5 of those things (with an emphasis on crap). All of the projects listed below are available on CodePlex with full source code and executables (for those that just want to run it).  I plan on keeping this page updated when I complete projects that benefit the community.  You can always find this page again by swinging by http://garagesale.michaelcrump.net or you can keep on driving and find another sale. Name Description Language/Technology Used WPF Alphabet WPF Alphabet is a application that I created to help my child learn the alphabet. It displays each letter and pronounces it using speech synthesis. It was developed using WPF and c# in about 3 hours (so its kinda rough). C#, WPF Windows 7 Playlist Generator This program allows you to quickly create wvx video playlist for Windows Media Center. This functionality is not included in WMC and is useful if you want to play video files back to back without selecting the next file. It is also useful to queue up video files to keep children occupied! C#, WinForms Windows 7 Automatic Playlist Creator This application is designed to create W7MC playlist automatically whenever you want. You can select if you want the playlist sorted Alphabetical, by Creation Date or Random. C#, WinForms, Console Generator Twitter Message for Live Writer This is a plug-in for Windows Live Writer that generates a twitter message with your blog post name and a TinyUrl link to the blog post. It will do all of this automatically after you publish your post. C#, LiveWriter API

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  • Simple (and fast) dices physics

    - by Markus von Broady
    I'm programming a throw of 5 dices in Actionscript 3 + AwayPhysics (BulletPhysics port). I had a lot of fun tweaking frictions, masses etc. and in the end I found best results with more physics ticks per frame. Currently I use 10 ticks per frame (1/60 s) and it's OK, though I see a difference in plus for 20 ticks. Even though it's only 5 cubes (dices) in a box (or a floor with 3 walls really) I can't simulate 20 ticks in a frame and keep FPS at 60 on a medium-aged PC. That's why I decided to precompute frames for animation, finishing it in around 1700 ticks in 2 seconds. The flash player is freezed for these 2 seconds, and I'm afraid that this result will be more of a 5 seconds or even more, if I'll simulate multi-threading and compute frames in background of some other heavy processes and CPU drawing (dices is only a part of this game). Because I want both players to see dices roll in same way, I can't compute physics when having free resources, and build a buffer for at least one throw of each type (where type is number of dices thrown). I'm afraid players will see a "preparing dices........." message too often and for too long. I think the only solution to this problem is replacing PhysicsEngine with something simpler, or creating own physicsEngine. Do You have any formulas for cube-cube and cube-wall collision detection, and for calculating how their angular and linear velocities should change after a collision occurs?

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  • Storing large array of tiles, but allowing easy access to data

    - by Cyral
    I've been thinking about this for a while. I have a 2D tile bases platformer in XNA with a large array of tile data, I've been running into memory problems with large maps. (I will add chunks soon!) Currently, Each tile contains an Item along with other properties like how its rotated, if it has forground / background, etc. An Item is static and has properties like the name, tooltip, type of item, how much light it emits, the collision it does to player, etc. Examples: public class Item { public static List<Item> Items; public Collision blockCollisionType; public string nameOfItem; public bool someOtherVariable,etc,etc public static Item Air public static Item Stone; public static Item Dirt; static Item() { Items = new List<Item>() { (Stone = new Item() { nameOfItem = "Stone", blockCollisionType = Collision.Solid, }), (Air = new Item() { nameOfItem = "Air", blockCollisionType = Collision.Passable, }), }; } } Would be an Item, The array of Tiles would contain a Tile for each point, public class Tile { public Item item; //What type it is public bool onBackground; public int someOtherVariables,etc,etc } Now, Most would probably use an enum, or a form of ID to identify blocks. Well my system is really nice just to find out about an item. I can simply do tiles[x,y].item.Name To get the name for example. I realized my Item property of the tile is over 1000 Bytes! Wow! What I'm looking for is a way to use an ID (Int or byte depending on how many items) instead of an Item but still have a method for retreiving data about the type of item a tile contains.

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  • Lubuntu 12.10: Icon Display Problems

    - by SlcBullseye
    First off, I would like to let you know that I am new to Linux. I finally decided to give it a try and my first project was installing Lubuntu on an old PC and using it for a media server for my PS3. So, one thing that I noticed right away is that my icons for applications, files, folders, etc...are not visible. If I move my mouse over the name of the application or file (It only works if I move the mouse up from the bottom of the name) then the icon will appear, but if I move my mouse back over any other place on the file the icon will disappear again. Also, if I open a folder sometimes an icon or two will be displayed but the rest won't, and like I said before if I move my mouse over the top of the application or file the icon will disappear. Is there any way to fix this? Is this normal? Or could it be a problem with my hardware? I never had this issue when I was running the last OS (Windows XP). Any help would be greatly appreciated. Remember, I am new to Linux so a thorough explanation would be helpful. Also, if there are any tips, tricks, references, or recommendations any of you have to help me jump in and become more familiar with using Linux that would be great! I'm very interested in taking advantage of the power Linux has. Currently I am studying computer programming so maybe one day I will be able to develop my own Linux distribution.

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  • Will buy simple Cocos2D bubbles iPad game for private use (source)

    - by boliva
    Hi, First of all, sorry if this is the wrong place for posting this kind of request. IDK if is there already a marketplace on the stack community. I'm a fairly experienced iPhone/iPad developer with several Apps already published. I have a deep understanding of Objective-C and the Cocoa framework, as well as with the iPhone development tools. However, I have never used Cocos2d (or any other gaming engine for that matter) as I've mostly specialized in utilities/productivity Apps. I am in the urgent need of developing a really simple iPad game (for which I will provide all of the media assets - graphics and sounds) that needs to be deployed in about a week from now. Basically the game should allow the user to pop bubbles of different size and speed as they move from the bottom to the top of the screen. While I could take the time to read the documentation and start working on this game myself, I'm currently with a couple of other projects that I need to finish soon, so I would like to ask for the help of some other more experienced Cocos2D developer which could develop this game on its basic form for me. If you think you can help, please send me your quote, timing and, if possible, samples of previous work done with Cocos2D that would be similar to what I need. I can provide more detail upon request. Best and thank you all.

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  • 2012 Oracle Fusion Innovation Awards - Part 1

    - by Michelle Kimihira
    Author: Moazzam Chaudry This year we recognized 29 customers for their innovative use of Oracle Fusion Middleware and their significant results. The winners were selected across 8 product categories from 11 countries spanning diverse industries around the world. This is a two-part blog series. The 2012 Fusion Middleware Innovation Awards winners were announced at OOW on October 2nd by Hasan Rizvi (EVP Fusion Middleware and Java development), Amit Zavery (VP Product Management) and Ed Zou (VP Product Management) to an audience that included press, analysts and customers. Winners were selected based on the uniqueness of their business case, business benefits, level of impact relative to the size of the organization, complexity and magnitude of implementation, and the originality of architecture. The program is in its 6th year and this year, we are excited to have received over 250 submissions from customers around the globe. The winners were selected by a panel of internal and external judges; it was a difficult time selecting this year's most innovative projects. Judges scored each entry across multiple scoring categories. This year, winning use cases for Fusion Middleware include: Improve customer experience by monitoring real-time and simplifying user experience of tens of millions of customer Drive social enagement through social media channels in fields, including healthcare, harness big data by analyzing and improving visibility across 60M+customers and hundreds of terabytes of data Enable mobile adoption by delivering mobile news experience to 50% of the Australian population, embrace cloud computing by delivering hospitality services to 3000+ hotels and monitoring services to hospitals, and optimize criticial processes such as, remarketing cars through tens of thousands of dealers On Monday's blog, we will talk about the winners in each category and what customers had to say in the customer panel. Congratulations to the 2012 Oracle Fusion Innovation Award winners:  

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  • Predictive firing (in a tile-based game)

    - by n00bster
    I have a (turn-based) tile-based game, in which you can shoot at entities. You can move around with mouse and keyboard, it's all tile-based, except that bullets move "freely". I've got it all working just fine except that when I move, and the creatures shoot towards the player, they shoot towards the previous tiles.. resulting in ugly looking "miss hits" or lag. I think I need to implement some kind of predictive firing based on the bullet speed and the distance, but I don't quite know how to implement such a thing... Here's a simplified snip of my firing code. class Weapon { public void fire(int x, int y) { ... ... ... Creature owner = getOwner(); Tile targetTile = Zone.getTileAt(x, y); float dist = Vector.distance(owner.getCenterPosition(), targetTile.getCenterPosition()); Bullet b = new Bullet(); b.setPosition(owner.getCenterPosition()); // Take dist into account in the duration to get constant speed regardless of distance float duration = dist / 600f; // Moves the bullet to the centre of the target tile in the given amount of time (in seconds) b.moveTo(targetTile.getCenterPosition(), duration); // This is what I'm after // Vector v = predict the position // b.moveTo(v, duration); Zone.add(bullet); // Now the bullet gets "ticked" and moveTo will be implemented } } Movement of creatures is as simple as setting the position variable. If you need more information, just ask.

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