Search Results

Search found 2025 results on 81 pages for 'hough transform'.

Page 32/81 | < Previous Page | 28 29 30 31 32 33 34 35 36 37 38 39  | Next Page >

  • Random Map Generation in Java

    - by Thomas Owers
    I'm starting/started a 2D tilemap RPG game in Java and I want to implement random map generation. I have a list of different tiles, (dirt/sand/stone/grass/gravel etc) along with water tiles and path tiles, the problem I have is that I have no idea where to start on generating a map randomly. It would need to have terrain sections (Like a part of it will be sand, part dirt etc) Similar to how Minecraft is where you have different biomes and they seamlessly transform into each other. Lastly I would also need to add random paths into this as well going in different directions all over the map. I'm not asking anyone to write me all the code or anything, just piont me into the right direction please. tl;dr - Generate a tile map with biomes, paths and make sure the biomes seamlessly go into each other. Any help would be much appreciated! :) Thank you.

    Read the article

  • Off center projection

    - by N0xus
    I'm trying to implement the code that was freely given by a very kind developer at the following link: http://forum.unity3d.com/threads/142383-Code-sample-Off-Center-Projection-Code-for-VR-CAVE-or-just-for-fun Right now, all I'm trying to do is bring it in on one camera, but I have a few issues. My class, looks as follows: using UnityEngine; using System.Collections; public class PerspectiveOffCenter : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void Update () { } public static Matrix4x4 GeneralizedPerspectiveProjection(Vector3 pa, Vector3 pb, Vector3 pc, Vector3 pe, float near, float far) { Vector3 va, vb, vc; Vector3 vr, vu, vn; float left, right, bottom, top, eyedistance; Matrix4x4 transformMatrix; Matrix4x4 projectionM; Matrix4x4 eyeTranslateM; Matrix4x4 finalProjection; ///Calculate the orthonormal for the screen (the screen coordinate system vr = pb - pa; vr.Normalize(); vu = pc - pa; vu.Normalize(); vn = Vector3.Cross(vr, vu); vn.Normalize(); //Calculate the vector from eye (pe) to screen corners (pa, pb, pc) va = pa-pe; vb = pb-pe; vc = pc-pe; //Get the distance;; from the eye to the screen plane eyedistance = -(Vector3.Dot(va, vn)); //Get the varaibles for the off center projection left = (Vector3.Dot(vr, va)*near)/eyedistance; right = (Vector3.Dot(vr, vb)*near)/eyedistance; bottom = (Vector3.Dot(vu, va)*near)/eyedistance; top = (Vector3.Dot(vu, vc)*near)/eyedistance; //Get this projection projectionM = PerspectiveOffCenter(left, right, bottom, top, near, far); //Fill in the transform matrix transformMatrix = new Matrix4x4(); transformMatrix[0, 0] = vr.x; transformMatrix[0, 1] = vr.y; transformMatrix[0, 2] = vr.z; transformMatrix[0, 3] = 0; transformMatrix[1, 0] = vu.x; transformMatrix[1, 1] = vu.y; transformMatrix[1, 2] = vu.z; transformMatrix[1, 3] = 0; transformMatrix[2, 0] = vn.x; transformMatrix[2, 1] = vn.y; transformMatrix[2, 2] = vn.z; transformMatrix[2, 3] = 0; transformMatrix[3, 0] = 0; transformMatrix[3, 1] = 0; transformMatrix[3, 2] = 0; transformMatrix[3, 3] = 1; //Now for the eye transform eyeTranslateM = new Matrix4x4(); eyeTranslateM[0, 0] = 1; eyeTranslateM[0, 1] = 0; eyeTranslateM[0, 2] = 0; eyeTranslateM[0, 3] = -pe.x; eyeTranslateM[1, 0] = 0; eyeTranslateM[1, 1] = 1; eyeTranslateM[1, 2] = 0; eyeTranslateM[1, 3] = -pe.y; eyeTranslateM[2, 0] = 0; eyeTranslateM[2, 1] = 0; eyeTranslateM[2, 2] = 1; eyeTranslateM[2, 3] = -pe.z; eyeTranslateM[3, 0] = 0; eyeTranslateM[3, 1] = 0; eyeTranslateM[3, 2] = 0; eyeTranslateM[3, 3] = 1f; //Multiply all together finalProjection = new Matrix4x4(); finalProjection = Matrix4x4.identity * projectionM*transformMatrix*eyeTranslateM; //finally return return finalProjection; } // Update is called once per frame public void FixedUpdate () { Camera cam = camera; //calculate projection Matrix4x4 genProjection = GeneralizedPerspectiveProjection( new Vector3(0,1,0), new Vector3(1,1,0), new Vector3(0,0,0), new Vector3(0,0,0), cam.nearClipPlane, cam.farClipPlane); //(BottomLeftCorner, BottomRightCorner, TopLeftCorner, trackerPosition, cam.nearClipPlane, cam.farClipPlane); cam.projectionMatrix = genProjection; } } My error lies in projectionM = PerspectiveOffCenter(left, right, bottom, top, near, far); The debugger states: Expression denotes a `type', where a 'variable', 'value' or 'method group' was expected. Thus, I changed the line to read: projectionM = new PerspectiveOffCenter(left, right, bottom, top, near, far); But then the error is changed to: The type 'PerspectiveOffCenter' does not contain a constructor that takes '6' arguments. For reasons that are obvious. So, finally, I changed the line to read: projectionM = new GeneralizedPerspectiveProjection(left, right, bottom, top, near, far); And the error I get is: is a 'method' but a 'type' was expected. With this last error, I'm not sure what it is I should do / missing. Can anyone see what it is that I'm missing to fix this error?

    Read the article

  • 12/14 IDC Webcast on Insurance Distribution Strategies -- Manage Data and Engage Customers

    - by charles.knapp
    The insurance industry faces unprecedented challenges from new competition, more rigorous regulatory obligations, tighter capital restrictions, and more demanding customers. The winners will be those insurers that can successfully manage complex and disparate data resources to engage successfully with their customers, building trust through outstanding, multi-channel customer service with the insurer and its agents. At the heart of all these issues is the ability of insurers to engage directly with agents and customers using their preferred channels; measure risk and profitability accurately, and quickly to enable swift decision-making; and transform aging IT infrastructure so that the business can drive down costs and protect eroding margins. In this one-hour webcast, moderated by Insurance & Technology Magazine Executive Editor Anthony O'Donnell, you will learn about critical distribution management strategies that work. Join Peter Farley of analyst firm IDC Financial Insights, Scott Mampre of Capgemini, and Srini Venkat of Oracle Insurance to learn ways to maximize improvements to competitiveness, customer service, operating efficiencies - and ultimately profitability and growth. Please join us!

    Read the article

  • Join us! Oracle Manufacturing Industries Forum, Chicago Thurs. Nov.14'13

    - by Stephen Slade
    The 6th Annual Oracle Manufacturing Industries Forum will take place in Chicago, Thurs, Nov.14 '13. Executives from successful global manufacturing companies will address key themes including: Value Chain Transformation, Owning the Customer Service Experience, Sales and Operations Planning in a Global Enterprise Supply Chain, and Modernizing the Manufacturing Enterprise. Join us for what we expect to be one of the industry's most informative and provocative executive events of the year. Event Objectives: Create an environment where executives can interact with their peers to discuss current issues Brainstorm and discuss how attendees can use technology to transform their organizations Share best practices and learn through the experiences of industry peers Where: Westin Chicago River North,  320 North Dearborn St,  Chicago, IL 60654 Evite: http://www.oracle.com/us/dm/229048-nafm13049989mpp074-se-2021171.html Register:   http://eventreg.oracle.com/profile/web/index.cfm?PKWebId=0x25005591a&source=evite Partner Sponsors Include: CSS, Fujitsu, Inspirage, Hitachi Consulting, Lucidity and Rolta Register Now!

    Read the article

  • Extract derived 3D scaling from a 3D Sprite to set to a 2D billboard

    - by Bill Kotsias
    I am trying to get the derived position and scaling of a 3D Sprite and set them to a 2D Sprite. I have managed to do the first part like this: var p:Point = sprite3d.local3DToGlobal(new Vector3D(0,0,0)); billboard.x = p.x; billboard.y = p.y; But I can't get the scaling part correctly. I am trying this: var mat:Matrix3D = sprite3d.transform.getRelativeMatrix3D(stage); // get derived matrix(?) var scaleV:Vector3D = mat.decompose()[2]; // get scaling vector from derived matrix var scale:Number = scaleV.length; billboard.scaleX = scale; billboard.scaleY = scale; ...but the result is apparently wrong. PS. One might ask what I am trying to achieve. I am trying to create "billboard" 3D sprites, i.e. sprites which are affected by all 3D transformations except rotations, thus they always face the "camera".

    Read the article

  • DBaaS Online Forum - Now available on-demand

    - by Javier Puerta
    The Database-as-a-Service Online Forum  was originally broadcasted on Monday, October 21, 2013, at a US-timezones time. All the content of the forum is now available on-demand for customers and partners to watch and listen to. The content is available on demand here. Watch the on-demand forum to hear from analysts and experts on how companies are beginning to transform with Database as a Service, and learn the prescriptive steps your organization can take to design, deploy, and deliver Database as a Service today   Agenda  Keynote Carl Olofson, Research VP, IDC Juan Loaiza, Senior Vice President, Oracle Systems Technology Todd Kimbriel, Director, State of Texas, eGovernment Division Eric Zonneveld, Oracle Architect, KPN James Anthony, Technology Director, e-DBA Breakout 1: Design DBaaS Alan Levine, Senior Director, Oracle Enterprise Architects Breakout 2: Deploy DBaaS Michael Timpanaro-Perrotta, Director of Product Management, Oracle Breakout 3: Deliver DBaaS  Sudip Datta, Vice President of Product Management, Oracle Closing Session Michelle Malcher, IOUG President Juan Loaiza, Senior Vice President, Oracle Systems Technology

    Read the article

  • DBaaS Online Forum - Now available on-demand

    - by Javier Puerta
    The Database-as-a-Service Online Forum  was originally broadcasted on Monday, October 21, 2013, at a US-timezones time. All the content of the forum is now available on-demand for customers and partners to watch and listen to. The content is available on demand here. Watch the on-demand forum to hear from analysts and experts on how companies are beginning to transform with Database as a Service, and learn the prescriptive steps your organization can take to design, deploy, and deliver Database as a Service today   Agenda  Keynote Carl Olofson, Research VP, IDC Juan Loaiza, Senior Vice President, Oracle Systems Technology Todd Kimbriel, Director, State of Texas, eGovernment Division Eric Zonneveld, Oracle Architect, KPN James Anthony, Technology Director, e-DBA   Breakout 1: Design DBaaS Alan Levine, Senior Director, Oracle Enterprise Architects   Breakout 2: Deploy DBaaS Michael Timpanaro-Perrotta, Director of Product Management, Oracle   Breakout 3: Deliver DBaaS  Sudip Datta, Vice President of Product Management, Oracle   Closing Session Michelle Malcher, IOUG President Juan Loaiza, Senior Vice President, Oracle Systems Technology

    Read the article

  • Limit the amount a camera can pitch

    - by ChocoMan
    I'm having problems trying to limit the range my camera can pitch. Currently my camera can pitch around a model without restriction, but having a hard time trying to find the value of the degree/radian the camera is currently at after pitching. Here is what I got so far: // Moves camera with thumbstick Pitch = pController.ThumbSticks.Right.Y * MathHelper.ToRadians(speedAngleMAX); // Pitch Camera around model public void cameraPitch(float pitch) { pitchAngle = ModelLoad.camTarget - ModelLoad.CameraPos; axisPitch = Vector3.Cross(Vector3.Up, pitchAngle); // pitch constrained to model's orientation axisPitch.Normalize(); ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget, Matrix.CreateFromAxisAngle(axisPitch, pitch)) + ModelLoad.camTarget; } I've tried restraining the Y-camera position of ModelLoad.CameraPos.Y, but doing so gave me some unwanted results.

    Read the article

  • Oracle's Vision for the Social-Enabled Enterprise

    - by Peggy Chen
    Register Now Join us for the Webcast. Mon., Sept. 10, 2012 10 a.m. PT / 1 p.m. ET Join the conversation: #oracle and #socbiz Mark Hurd President, Oracle Thomas Kurian Executive Vice President, Product Development, Oracle Reggie Bradford Senior Vice President, Product Development, Oracle Dear Colleague, Smart companies are developing social media strategies to engage customers, gain brand insights, and transform employee collaboration and recruitment. Oracle is powering this transformation with the most comprehensive enterprise social platform that lets you: Monitor and engage in social conversations Collect and analyze social data Build and grow brands through social media Integrate enterprisewide social functionality into a single system Create rich social applications Join Oracle President Mark Hurd and senior Oracle executives to learn more about Oracle’s vision for the social-enabled enterprise. Register now for this Webcast. Copyright © 2012, Oracle and/or its affiliates. All rights reserved. Contact Us | Legal Notices and Terms of Use | Privacy Statement

    Read the article

  • Drawing a textured triangle with CPU instead of GPU

    - by Jenko
    I understand the benefits of GPU rendering and such, but for a certain limited application I need to render textured triangles purely using CPU. I've built a 3D engine capable of object handling, transform, projection, culling and the likes ... now all I need is a little code snippet that draws a single textured triangle onto a bitmap... any language accepted! Inputs: Texture bitmap, Triangle U/V/W coords, Triangle X/Y screen coords Output: The textured triangle drawn at the given screen coords I've currently been using a platform function to draw triangles to screen, but I'm looking to handle it myself to speeden up the process.

    Read the article

  • Homemaking a 2d soft body physics engine

    - by Griffin
    hey so I've decided to Code my own 2D soft-body physics engine in C++ since apparently none exist and I'm starting only with a general idea/understanding on how physics work and could be simulated: by giving points and connections between points properties such as elasticity, density, mass, shape retention, friction, stickiness, etc. What I want is a starting point: resources and helpful examples/sites that could give me the specifics needed to actually make this such as equations and required physics knowledge. It would be great if anyone out there also would give me their attempts or ideas. finally I was wondering if it was possible to... use the source code of an existing 3D engine such as Bullet and transform it to be 2D based? use the source code of a 2D Rigid body physics engine such as box2d as a starting point?

    Read the article

  • Fighting Cancer With Knowledge and Community: Oracle WebCenter at CPAC

    - by Brian Dirking
    There was a great article on CIO Magazine sometime back about how Cancer Treatment Centers of America are improving patient care with technology. And it is comforting to know you are getting state of the art care for you or your loved one when battling cancer. When patients and families take matters into their own hands, they often don't know where to turn to for information. The Canadian Partnership Against Cancer provides a one-stop shop that brings together the best information available in an easy to use website. Beyond finding information, CPAC provides an online community that can help extend knowledge, share experiences, and let people know they are not alone. You can hear more about this implementation from Mike Matthews of Deloitte in our upcoming online event, Transform Your Business by Connecting People, Processes, and Content. Mike is a partner at Deloitte and had first-hand experience in the CPAC implementation of Oracle WebCenter, which provides website publishing, search, and social community tools.

    Read the article

  • Simple iOS glDrawElements - BAD_ACCESS

    - by user699215
    You can copy paste this into the default OpenGl template created in Xcode. Why am I not seeing anything :-) It is strange as the glDrawArrays(GL_TRIANGLES, 0, 3); is working fine, but with glDrawElements(GL_TRIANGLE_STRIP, sizeof(indices)/sizeof(GLubyte), GL_UNSIGNED_BYTE, indices); Is giving BAD_ACCESS? Copy paste this into Xcode default OpenGl template: ViewController #import "ViewController.h" #define BUFFER_OFFSET(i) ((char *)NULL + (i)) // Uniform index. enum { UNIFORM_MODELVIEWPROJECTION_MATRIX, UNIFORM_NORMAL_MATRIX, NUM_UNIFORMS }; GLint uniforms[NUM_UNIFORMS]; // Attribute index. enum { ATTRIB_VERTEX, ATTRIB_NORMAL, NUM_ATTRIBUTES }; @interface ViewController () { GLKMatrix4 _modelViewProjectionMatrix; GLKMatrix3 _normalMatrix; float _rotation; GLuint _vertexArray; GLuint _vertexBuffer; NSArray* arrayOfVertex; } @property (strong, nonatomic) EAGLContext *context; @property (strong, nonatomic) GLKBaseEffect *effect; - (void)setupGL; - (void)tearDownGL; @end @implementation ViewController - (void)viewDidLoad { [super viewDidLoad]; self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2]; GLKView *view = (GLKView *)self.view; view.context = self.context; view.drawableDepthFormat = GLKViewDrawableDepthFormat24; [self setupGL]; } - (void)dealloc { [self tearDownGL]; if ([EAGLContext currentContext] == self.context) { [EAGLContext setCurrentContext:nil]; } } - (void)didReceiveMemoryWarning { [super didReceiveMemoryWarning]; if ([self isViewLoaded] && ([[self view] window] == nil)) { self.view = nil; [self tearDownGL]; if ([EAGLContext currentContext] == self.context) { [EAGLContext setCurrentContext:nil]; } self.context = nil; } // Dispose of any resources that can be recreated. } GLuint vertexBufferID; GLuint indexBufferID; static const GLfloat vertices[9] = { -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, 0.5, 0.5 }; static const GLubyte indices[3] = { 0, 1, 2 }; - (void)setupGL { [EAGLContext setCurrentContext:self.context]; // [self loadShaders]; self.effect = [[GLKBaseEffect alloc] init]; self.effect.light0.enabled = GL_TRUE; self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f); glEnable(GL_DEPTH_TEST); // glGenVertexArraysOES(1, &_vertexArray); // glBindVertexArrayOES(_vertexArray); glGenBuffers(1, &vertexBufferID); glBindBuffer(GL_ARRAY_BUFFER, vertexBufferID); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glGenBuffers(1, &indexBufferID); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferID); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glEnableVertexAttribArray(GLKVertexAttribPosition); glVertexAttribPointer(GLKVertexAttribPosition, // Specifies the index of the generic vertex attribute to be modified. 3, // Specifies the number of components per generic vertex attribute. Must be 1, 2, 3, 4. GL_FLOAT, // GL_FALSE, // 0, // BUFFER_OFFSET(0)); // // glBindVertexArrayOES(0); } - (void)tearDownGL { [EAGLContext setCurrentContext:self.context]; glDeleteBuffers(1, &_vertexBuffer); glDeleteVertexArraysOES(1, &_vertexArray); self.effect = nil; } #pragma mark - GLKView and GLKViewController delegate methods - (void)update { float aspect = fabsf(self.view.bounds.size.width / self.view.bounds.size.height); GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f); self.effect.transform.projectionMatrix = projectionMatrix; GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f); baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f); // Compute the model view matrix for the object rendered with GLKit GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f); modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f); modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix); self.effect.transform.modelviewMatrix = modelViewMatrix; // Compute the model view matrix for the object rendered with ES2 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f); modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f); modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix); _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL); _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix); _rotation += self.timeSinceLastUpdate * 0.5f; } int i; - (void)glkView:(GLKView *)view drawInRect:(CGRect)rect { glClearColor(0.65f, 0.65f, 0.65f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // glBindVertexArrayOES(_vertexArray); // Render the object with GLKit [self.effect prepareToDraw]; //glDrawArrays(GL_TRIANGLES, 0, 3); // Render the object again with ES2 // glDrawArrays(GL_TRIANGLES, 0, 3); glDrawElements(GL_TRIANGLE_STRIP, sizeof(indices)/sizeof(GLubyte), GL_UNSIGNED_BYTE, indices); } @end

    Read the article

  • Problem using glm::lookat

    - by omikun
    I am trying to rotate a sprite so it is always facing a 3D camera. Object GLfloat vertexData[] = { // X Y Z U V 0.0f, 0.8f, 0.0f, 0.5f, 1.0f, -0.8f,-0.8f, 0.0f, 0.0f, 0.0f, 0.8f,-0.8f, 0.0f, 1.0f, 0.0f, }; Per frame transform glm::mat4 newTransform = glm::lookAt(glm::vec3(0), gCamera.position(), gCamera.up()); shaders->setUniform("camera", gCamera.matrix()); shaders->setUniform("model", newTransform); In the vertex shader: gl_Position = camera * model * vec4(vert, 1); The object will track the camera if I move the camera up or down, but if I move the camera left/right (spin the camera around the object's y axis), it will rotate in the other direction so I end up seeing its front twice and its back twice as I rotate around it 360. If I use -gCamera.up() instead, it would track the camera side to side, but spin the opposite direction when I move the camera up/down. What am I doing wrong?

    Read the article

  • Smooth Camera Rotation around 90 degrees

    - by Nicholas
    I'm developing a third person 3D platformer in XNA. My problem is when I try to rotate the camera around the player. I would like to rotate (and animate) the camera 90 degrees around the player. So the camera should rotate until it has reached 90 degrees from the starting position. I cannot figure out how to keep track of the rotation, and when the rotation has made the full 90 degrees. Currently my cameras update: public void Update(Vector3 playerPosition) { if (rotateCamera) { position = Vector3.Transform(position - playerPosition, Matrix.CreateRotationY(0.1f)) + playerPosition; } this.viewMatrix = Matrix.CreateLookAt(position, playerPosition, Vector3.Up); } The initial position of the camera is set in the constructor. The "rotateCamera" bool is set on keypress. Thanks for the help in advance. Cheers.

    Read the article

  • Pitch camera around model

    - by ChocoMan
    Currently, my camera rotates with my model's Y-Axis (yaw) perfectly. What I'm having trouble with is rotating the X-Axis (pitch) along with it. I've tried the same method for cameraYaw() in the form of cameraPitch(), while adjusting the axis to Vector.Right, but the camera wouldn't pitch at all in accordance to the Y-Axes of the controller. Is there a way similar to this to get the same effect for pitching the camera around the model? // Rotates model on its own Y-axis public void modelRotMovement(GamePadState pController) { Yaw = pController.ThumbSticks.Right.X * MathHelper.ToRadians(speedAngleMAX); AddRotation = Quaternion.CreateFromYawPitchRoll(Yaw, 0, 0); ModelLoad.MRotation *= AddRotation; MOrientation = Matrix.CreateFromQuaternion(ModelLoad.MRotation); } // Orbit (yaw) Camera around model public void cameraYaw(Vector3 axis, float yaw, float pitch) { Pitch = pController.ThumbSticks.Right.Y * MathHelper.ToRadians(speedAngleMAX); ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget, Matrix.CreateFromAxisAngle(axis, yaw)) + ModelLoad.camTarget; } public void updateCamera() { cameraYaw(Vector3.Up, Yaw); }

    Read the article

  • Random map generation

    - by Thomas Owers
    I'm starting/started a 2D tilemap RPG game in Java and I want to implement random map generation. I have a list of different tiles, (dirt/sand/stone/grass/gravel etc) along with water tiles and path tiles, the problem I have is that I have no idea where to start on generating a map randomly. It would need to have terrain sections (Like a part of it will be sand, part dirt, etc.) Similar to how Minecraft is where you have different biomes and they seamlessly transform into each other. Lastly I would also need to add random paths into this as well going in different directions all over the map. I'm not asking anyone to write me all the code or anything, just piont me into the right direction please. tl;dr - Generate a tile map with biomes, paths and make sure the biomes seamlessly go into each other.

    Read the article

  • Customer Webcast: Alcatel-Lucent Creates a Modern User Experience

    - by [email protected]
    Today, customer satisfaction is critical to a company's long-term success. With customers searching the internet to find new solutions and offerings, it's more important than ever to deliver a modern and engaging user experience that's both interactive and community-based. Join us on June 30th for this exclusive LIVE Webcast with Saeed Hosseiniyar, CIO of Alcatel-Lucent's Enterprise Products Group, and Andy MacMillan, Vice President of Product Management for Oracle's Enterprise 2.0 Solutions. You'll learn how a modern customer service portal with integrated Web 2.0 and social media features can: Improve customer satisfaction by delivering rich, personalized and interactive content Speed product development by facilitating participation and feedback from customers through online communities Improve ROI with a unified platform that delivers content to employees, partners and customers You'll walk away with concrete strategies, best practices and real-world insights on how to transform your company's brand with a next-generation customer service and support site. Register today for this complimentary live Webcast!

    Read the article

  • Correct Rotation and Translation with a 4x4 matrix

    - by sFuller
    I am using a 4x4 matrix to transform verts in a shader. I multiply an identity matrix by a rotation matrix by a translation matrix. I am trying to first rotate the verts and then translate them, however in my result, it appears that the verts are being transformed and then rotated. My matrix looks something like this: m00 m01 m02 tx m10 m11 m12 ty m20 m21 m22 tz --- --- --- 1 I am not using OpenGL's fixed function pipeline, I am multiplying matrices on the client side, and uploading the matrix to a GLSL shader. If it helps, I am using my own matrix multiplication code, but I have recreated this problem using matrices on my graphing calculator, so I don't believe my matrix code has errors.. I'll include a visual aid if needed.

    Read the article

  • Easing the Journey to the Private Cloud with Oracle Consulting

    - by MichaelM-Oracle
    By Sanjai Marimadaiah, Senior Director, Strategy & Business Development – Cloud Solutions, Oracle Consulting Services Business leaders are now leading the charge on how their firms can profit from cloud solutions. Agility and innovation are becoming the primary drivers of the business case for the cloud, even more than the anticipated cost savings. Leaders need to find the right strategy and optimize the use of cloud-based applications across their enterprise-computing infrastructure. The Problem – Current State With prevalent IT practices, many organizations find that they run multiple IT solutions serving similar business needs. This has led to the proliferation of technology stacks, for example: Oracle 10g on Sun T4 running Solaris 9; Oracle 11g on Exadata running Linux; or Oracle 12c on commodity x86 servers. This variance has a huge impact on an organization’s agility and expenses, and requires IT professionals with varied skills as well as on-going training for different systems and tools. Fortunately there is a practical business strategy to overcome this unneeded redundancy. Thus begins a journey to the right cloud computing solution. The Solution – Cloud Services from Oracle Consulting Services (OCS) Oracle Consulting Services (OCS ) works closely with our clients as trusted advisors to proactively respond to business needs and IT concerns. OCS understands that making the transition to cloud solutions begins with a strategic conversation, based on its deep expertise for successfully completing private cloud service engagements with several companies. For a journey to the cloud, Oracle Consulting Services leads the client through four phases– standardization, consolidation, service delivery, and enterprise cloud – to achieve optimal returns. Phase 1 - Standardization Oracle Consulting Services (OCS) works with clients to evaluate their business requirements and propose a set of standard solutions stacks for various IT solutions. This is an opportune time to evaluate cloud ready solutions, such as Oracle 12c, Oracle Exadata, and the Oracle Database Appliance (ODA). The OCS consultants, together with the delivery team, then turn to upgrading and migrating existing solution stacks to standardized offerings. OCS has the expertise and tools to complete this stage in a fraction of the time required by other IT services companies. Clients quickly realize cost savings in tools, processes, and type/number of resources required. This standardization also improves agility of the IT organizations and their abilities to respond to the needs of various business units. Phase 2 - Consolidation During the consolidation phase, OCS consultants programmatically consolidate hundreds of databases into a smaller number of servers to improve utilization, reduce floor space, and optimize maintenance costs. Consolidation helps clients realize huge savings in CapEx investments and shrink OpEx costs. The use of engineered systems, such as Oracle Exadata, greatly reduces the client’s risk of moving to a new solution stack. OCS recommends clients to pursue Phase 1 (Standardization) and Phase 2 (Consolidation) simultaneously to reduce the overall time, effort, and expense of the cloud journey. Phase 3 - Service Delivery Once a client is on a path of standardization and consolidation, OCS consultants create Service Catalogues based on the SLAs requirements and the criticality of the solutions. The number and types of Service Catalogues (Platinum, Gold, Silver, Bronze, etc.) vary from client to client. OCS consultants also implement a variety of value-added cloud solutions, including monitoring, metering, and charge-back solutions. At this stage, clients are able to achieve a high level of understanding in their cloud journey. Their IT organizations are operating efficiently and are more agile in responding to the needs of business units. Phase 4 - Enterprise Cloud In the final phase of the cloud journey, the economics of the IT organizations change. Business units can request services on-demand; applications can be deployed and consumed on a pay-as-you-go model. OCS has the expertise and capabilities to establish processes, programs, and solutions required for IT organizations to transform how they interact with business units. The Promise of Cloud Solutions Depending the size and complexity of their business model, some clients are able to abbreviate some phases of their cloud journey. Cloud solutions are still evolving and there is rapid pace of innovation to transform how IT organizations operate. The lesson is clear. Cloud solutions hold a lot of promise for business agility. Business leaders can now leverage an additional set of capabilities and services. They can ramp up their pace of innovation. With cloud maturity, they can compete more effectively in their respective markets. But there are certainly challenges ahead. A skilled consulting services partner can play a pivotal role as a trusted advisor in the successful adoption of cloud solutions. Oracle Consulting Services has expertise and a portfolio of services to help clients succeed on their journey to the cloud.

    Read the article

  • Unity Particle System collision detection problem

    - by Krav
    I'm using Unity 3.5.5f3 wich has the Shuriken particle system. I've made a blood particle system based on Unity's demos. (Exploding paint [Blood]) The blood is flowing and when it collides with a Plane Transform wich I've created a small pool of blood spawns as a Collision Sub Emitter. My main problem is that when I want to add another object to collide it just doesn't want to work. When I create a cube, and set it as a collision plane the collision will only occur at the half of the cube. I want this to happen: When it reaches the cube's surface the sub emmiter activates, and when the surface is horizontal it appears horizontally, and if it's vertical then vertically. Now it just appears horizontally everytime like in the picture. How could I solve it?

    Read the article

  • Triangle Strips and Tangent Space Normal Mapping

    - by Koarl
    Short: Do triangle strips and Tangent Space Normal mapping go together? According to quite a lot of tutorials on bump mapping, it seems common practice to derive tangent space matrices in a vertex program and transform the light direction vector(s) to tangent space and then pass them on to a fragment program. However, if one was using triangle strips or index buffers, it is a given that the vertex buffer contains vertices that sit at border edges and would thus require more than one normal to derive tangent space matrices to interpolate between in fragment programs. Is there any reasonable way to not have duplicate vertices in your buffer and still use tangent space normal mapping? Which one do you think is better: Having normal and tangent encoded in the assets and just optimize the geometry handling to alleviate the cost of duplicate vertices or using triangle strips and computing normals/tangents completely at run time? Thinking about it, the more reasonable answer seems to be the first one, but why might my professor still be fussing about triangle strips when it seems so obvious?

    Read the article

  • Start your journey into Big Data with the Oracle Academy today!

    - by KLaker
     Big Data has the power to change the way we work, live, and think. The datafication of everything will create unprecedented demand for data scientists, software developers and engineers who can derive value from unstructured data to transform the world. The Oracle Academy Big Data Resource Guide is a collection of articles, videos, and other resources organized to help you gain a deeper understanding of the exciting field of Big Data. To start your journey visit the Oracle Academy website here: https://academy.oracle.com/oa-web-big-data.html. This landing pad will guide through the whole area of big data using the following structure: What is “Big Data” Engineered Systems Integration Database and Data Analytics Advanced Information Supplemental Information This is great resource packed with must-see videos and must-read whitepapers and blog posts by industry leaders.  Enjoy Technorati Tags: Big Data, Data Warehousing, Oracle, Training

    Read the article

  • Cook a SOA/BPM Development Environment with Chef in 8 minutes! By Jorge Quilcate

    - by JuergenKress
    After have installed Oracle SOA Suite once and over again, you start to finding out that these are boilerplate tasks and do not generate much value, because this are only the initial step to implement solutions with SOA and BPM. In this post I will show you how to automate these steps using Chef. Chef is a software provisioning tool that enable transform infrastructure as code. The goal is prepare a development environment with Oracle BPM Suite on Windows including the following components installed and configured: Oracle WebLogic Server 10.3.6 Oracle SOA Suite 11.1.1.7 (SOA, BPM and BAM) a BPM Domain with one server with SOA and BPM (Admin Server) and other server with BAM (optional) Read the complete article here. SOA & BPM Partner Community For regular information on Oracle SOA Suite become a member in the SOA & BPM Partner Community for registration please visit www.oracle.com/goto/emea/soa (OPN account required) If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Facebook Wiki Technorati Tags: Jorge Quilcate,Chef,SOA,BPM,SOA Community,Oracle SOA,Oracle BPM,Community,OPN,Jürgen Kress

    Read the article

  • How to make "xrandr" work with GMA500?

    - by Nwbie
    Is it error at driver of graphic chip or Xorg or kernel? I am Asus T91mt with GMA500, Ubuntu 12.04.1. I would like too see only a notice of connection at least. A log of xrandr: $ lspci | grep VGA 00:02.0 VGA compatible controller: Intel Corporation System Corporation System Controller Hub (SCH Poulcbo) Graphics Controller (rev 07) vp@vc:~$ xrandr --verbose xrandr: Failed to get size of gamma for output default Screen 0: minimum 1024 x 600, current 1024 x 600, maximum 1024 x 600 default connected 1024x600+0+0 (0x138) normal (normal) 0mm x 0mm Identifier: 0x137 Timestamp: 26863 Subpixel: unknown Clones: CRTC: 0 CRTCs: 0 Transform: 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 filter: 1024x600 (0x138) 0.0MHz *current h: width 1024 start 0 end 0 total 1024 skew 0 clock 0.0KHz v: height 600 start 0 end 0 total 600 clock 0.0Hz vp@vc:~$ xrandr --prop xrandr: Failed to get size of gamma for output default Screen 0: minimum 1024 x 600, current 1024 x 600, maximum 1024 x 600 default connected 1024x600+0+0 0mm x 0mm 1024x600 0.0* vp@vc:~$ Please help, i am linux newbie and i am tired ;/

    Read the article

< Previous Page | 28 29 30 31 32 33 34 35 36 37 38 39  | Next Page >