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  • Spin-off of "Project: Memory++" in Khan academy [on hold]

    - by smraj
    This is the link of the program that I am trying https://www.khanacademy.org/cs/memory-tile-game/5966959895642112 When I am placing the mouse over the block it should change to red colour and when it is released the image should be displayed but my issue is that when i place the mouse over the block it changes its color ,but on release the image is not displayed.I kindly request someone in solving this

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  • I want to make video games, but I hate coding

    - by hoper
    I know this sounds eally crazy. However, I just want to ask. Now, I am studying C++ code in my school (My major is computer programming). Honestly, my grade is not so good, and assignments are really hard. Sometimes, I feel sad that I will spend 8~10 hours per day for coding (which is stressful) at the future for my job. But, I still want to make video games. Maybe this is the only one reason why I am taking all of stressful courses. I always write down plots, stories, characters, fictional gaming worlds. Once, I thought I should study artistic technology such as game design program not computer technology such as C++, C#, etc. However, most of popular game designers(or directors) such as Kojima, Miyamoto Shigeru, etc used to be good programmers. And, companies actaully assign programmers to directors because they understand how to make a game. I try to find other colleges or universities where teach game design program. However, one article that lists rank 10 game design schools in North America seems untrustful because the survey company only scores it from intervews of students. (Once, I tried to attend Art Institute of Vancouver which is rank 7 according to that article. However, one programmer who used to be an instructor in there told me the truth. That is the employement rate of graduated students is low) Do you guys have any advice for me?

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  • Summary of Oracle E-Business Suite Technology Webcasts and Training

    - by BillSawyer
    Last Updated: November 16, 2011We're glad to hear that you've been finding our ATG Live Webcast series to be useful.  If you missed a webcast, you can download the presentation materials and listen to the recordings below. We're collecting other learning-related materials right now.  We'll update this summary with pointers to new training resources on an ongoing basis.  ATG Live Webcast Replays All of the ATG Live Webcasts are hosted by the Oracle University Knowledge Center.  In order to access the replays, you will need a free Oracle.com account. You can register for an Oracle.com account here.If you are a first-time OUKC user, you will have to accept the Terms of Use. Sign-in with your Oracle.com account, or if you don't already have one, use the link provided on the sign-in screen to create an account. After signing in, accept the Terms of Use. Upon completion of these steps, you will be directed to the replay. You only need to accept the Terms of Use once. Your acceptance will be noted on your account for all future OUKC replays and event registrations. 1. E-Business Suite R12 Oracle Application Framework (OAF) Rich User Interface Enhancements (Presentation) Prabodh Ambale (Senior Manager, ATG Development) and Gustavo Jiminez (Development Manager, ATG Development) offer a comprehensive review of the latest user interface enhancements and updates to OA Framework in EBS 12.  The webcast provides a detailed look at new features designed to enhance usability, including new capabilities for personalization and extensions, and features that support the use of dashboards and web services. (January 2011) 2. E-Business Suite R12 Service Oriented Architectures (SOA) Using the E-Business Suite Adapter (Presentation, Viewlet) Neeraj Chauhan (Product Manager, ATG Development) reviews the Service Oriented Architecture (SOA) capabilities within E-Business Suite 12, focussing on using the E-Business Suite Adapter to integrate EBS with third-party applications via web services, and orchestrate services and distributed transactions across disparate applications. (February 2011) 3. Deploying Oracle VM Templates for Oracle E-Business Suite and Oracle PeopleSoft Enterprise Applications Ivo Dujmovic (Director, ATG Development) reviews the latest capabilities for using Oracle VM to deploy virtualized EBS database and application tier instances using prebuilt EBS templates, wire those virtualized instances together using the EBS virtualization kit, and take advantage of live migration of user sessions between failing application tier nodes.  (February 2011) 4. How to Reduce Total Cost of Ownership (TCO) Using Oracle E-Business Suite Management Packs (Presentation) Angelo Rosado (Product Manager, ATG Development) provides an overview of how EBS sysadmins can make their lives easier with the Management Packs for Oracle E-Business Suite Release 12.  This session highlights key features in Application Management Pack (AMP) and Application Change Management Pack) that can automate or streamline system configurations, monitor EBS performance and uptime, keep multiple EBS environments in sync with patches and configurations, and create patches for your own EBS customizations and apply them with Oracle's own patching tools.  (June 2011) 5. Upgrading E-Business Suite 11i Customizations to R12 (Presentation) Sara Woodhull (Principal Product Manager, ATG Development) provides an overview of how E-Business Suite developers can manage and upgrade existing EBS 11i customizations to R12.  Sara covers methods for comparing customizations between Release 11i and 12, managing common customization types, managing deprecated technologies, and more. (July 2011) 6. Tuning All Layers of E-Business Suite (Part 1 of 3) (Presentation) Lester Gutierrez, Senior Architect, and Deepak Bhatnagar, Senior Manager, from the E-Business Suite Application Performance team, lead Tuning All Layers of E-Business Suite (Part 1 of 3). This webcast provides an overview of how Oracle E-Business Suite system administrators, DBAs, developers, and implementers can improve E-Business Suite performance by following a performance tuning framework. Part 1 focuses on the performance triage approach, tuning applications modules, upgrade performance best practices, and tuning the database tier. This ATG Live Webcast is an expansion of the performance sessions at conferences that are perennial favourites with hardcore Apps DBAs. (August 2011)  7. Oracle E-Business Suite Directions: Deployment and System Administration (Presentation) Max Arderius, Manager Applications Technology Group, and Ivo Dujmovic, Director Applications Technology group, lead Oracle E-Business Suite Directions: Deployment and System Administration covering important changes in E-Business Suite R12.2. The changes discussed in this presentation include Oracle E-Business Suite architecture, installation, upgrade, WebLogic Server integration, online patching, and cloning. This webcast provides an overview of how Oracle E-Business Suite system administrators, DBAs, developers, and implementers can prepare themselves for these changes in R12.2 of Oracle E-Business Suite. (October 2011) Oracle University Courses For a general listing of all Oracle University courses related to E-Business Suite Technology, use the Oracle University E-Business Suite Technology course catalog link. Oracle University E-Business Suite Technology Course Catalog 1. R12 Oracle Applications System Administrator Fundamentals In this course students learn concepts and functions that are critical to the System Administrator role in implementing and managing the Oracle E-Business Suite. Topics covered include configuring security and user management, configuring flexfields, managing concurrent processing, and setting up other essential features such as profile options and printing. In addition, configuration and maintenance of an Oracle E-Business Suite through Oracle Applications Manager is discussed. Students also learn the fundamentals of Oracle Workflow including its setup. The System Administrator Fundamentals course provides the foundation needed to effectively control security and ensure smooth operations for an E-Business Suite installation. Demonstrations and hands-on practice reinforce the fundamental concepts of configuring an Oracle E-Business Suite, as well as handling day-to-day system administrator tasks. 2. R12.x Install/Patch/Maintain Oracle E-Business Suite This course will be applicable for customers who have implemented Oracle E-Business Suite Release 12 or Oracle E-Business Suite 12.1. This course explains how to go about installing and maintaining an Oracle E-Business Suite Release 12.x system. Both Standard and Express installation types are covered in detail. Maintenance topics include a detailed examination of the standard tools and utilities, and an in-depth look at patching an Oracle E-Business Suite system. After this course, students will be able to make informed decisions about how to install an Oracle E-Business Suite system that meets their specific requirements, and how to maintain the system afterwards. The extensive hands-on practices include performing an installation on a Linux system, navigating the file system to locate key files, running the standard maintenance tools and utilities, applying patches, and carrying out cloning operations. 3. R12.x Extend Oracle Applications: Building OA Framework Applications This class is a hands-on lab-intensive course that will keep the student busy and active for the duration of the course. While the course covers the fundamentals that support OA Framework-based applications, the course is really an exercise in J2EE programming. Over the duration of the course, the student will create an OA Framework-based application that selects, inserts, updates, and deletes data from a R12 Oracle Applications instance. 4. R12.x Extend Oracle Applications: Customizing OA Framework Applications This course has been significantly changed from the prior version to include additional deployments. The course doesn't teach the specifics of configuration of each product. That is left to the product-specific courses. What the course does cover is the general methods of building, personalizing, and extending OA Framework-based pages within the E-Business Suite. Additionally, the course covers the methods to deploy those types of customizations. The course doesn't include discussion of the Oracle Forms-based pages within the E-Business Suite. 5. R12.x Extend Oracle Applications: OA Framework Personalizations Personalization is the ability within an E-Business Suite instance to make changes to the look and behavior of OA Framework-based pages without programming. And, personalizations are likely to survive patches and upgrades, increasing their utility. This course will systematically walk you through the myriad of personalization options, starting with simple examples and increasing in complexity from there. 6. E-Business Suite: BI Publisher 5.6.3 for Developers Starting with the basic concepts, architecture, and underlying standards of Oracle XML Publisher, this course will lead a student through a progress of exercises building their expertise. By the end of the course, the student should be able to create Oracle XML Publisher RTF templates and data templates. They should also be able to deploy and maintain a BI Publisher report in an E-Business Suite instance. Students will also be introduced to Oracle BI Publisher Enterprise. 7. R12.x Implement Oracle Workflow This course provides an overview of the architecture and features of Oracle Workflow and the benefits of using Oracle Workflow in an e-business environment. You can learn how to design workflow processes to automate and streamline business processes, and how to define event subscriptions to perform processing triggered by business events. Students also learn how to respond to workflow notifications, how to administer and monitor workflow processes, and what setup steps are required for Oracle Workflow. Demonstrations and hands-on practice reinforce the fundamental concepts. 8. R12.x Oracle E-Business Suite Essentials for Implementers Oracle R12.1 E-Business Essentials for Implementers is a course that provides a functional foundation for any E-Business Suite Fundamentals course.

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  • Point of contact of 2 OBBs?

    - by Milo
    I'm working on the physics for my GTA2-like game so I can learn more about game physics. The collision detection and resolution are working great. I'm now just unsure how to compute the point of contact when I hit a wall. Here is my OBB class: public class OBB2D { private Vector2D projVec = new Vector2D(); private static Vector2D projAVec = new Vector2D(); private static Vector2D projBVec = new Vector2D(); private static Vector2D tempNormal = new Vector2D(); private Vector2D deltaVec = new Vector2D(); // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(float centerx, float centery, float w, float h, float angle) { for(int i = 0; i < corner.length; ++i) { corner[i] = new Vector2D(); } for(int i = 0; i < axis.length; ++i) { axis[i] = new Vector2D(); } set(centerx,centery,w,h,angle); } public OBB2D(float left, float top, float width, float height) { for(int i = 0; i < corner.length; ++i) { corner[i] = new Vector2D(); } for(int i = 0; i < axis.length; ++i) { axis[i] = new Vector2D(); } set(left + (width / 2), top + (height / 2),width,height,0.0f); } public void set(float centerx,float centery,float w, float h,float angle) { float vxx = (float)Math.cos(angle); float vxy = (float)Math.sin(angle); float vyx = (float)-Math.sin(angle); float vyy = (float)Math.cos(angle); vxx *= w / 2; vxy *= (w / 2); vyx *= (h / 2); vyy *= (h / 2); corner[0].x = centerx - vxx - vyx; corner[0].y = centery - vxy - vyy; corner[1].x = centerx + vxx - vyx; corner[1].y = centery + vxy - vyy; corner[2].x = centerx + vxx + vyx; corner[2].y = centery + vxy + vyy; corner[3].x = centerx - vxx + vyx; corner[3].y = centery - vxy + vyy; this.center.x = centerx; this.center.y = centery; this.angle = angle; computeAxes(); extents.x = w / 2; extents.y = h / 2; computeBoundingRect(); } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0].x = corner[1].x - corner[0].x; axis[0].y = corner[1].y - corner[0].y; axis[1].x = corner[3].x - corner[0].x; axis[1].y = corner[3].y - corner[0].y; // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { float l = axis[a].length(); float ll = l * l; axis[a].x = axis[a].x / ll; axis[a].y = axis[a].y / ll; origin[a] = corner[0].dot(axis[a]); } } public void computeBoundingRect() { boundingRect.left = JMath.min(JMath.min(corner[0].x, corner[3].x), JMath.min(corner[1].x, corner[2].x)); boundingRect.top = JMath.min(JMath.min(corner[0].y, corner[1].y),JMath.min(corner[2].y, corner[3].y)); boundingRect.right = JMath.max(JMath.max(corner[1].x, corner[2].x), JMath.max(corner[0].x, corner[3].x)); boundingRect.bottom = JMath.max(JMath.max(corner[2].y, corner[3].y),JMath.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(rect.centerX(),rect.centerY(),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } public void moveTo(float centerx, float centery) { float cx,cy; cx = center.x; cy = center.y; deltaVec.x = centerx - cx; deltaVec.y = centery - cy; for (int c = 0; c < 4; ++c) { corner[c].x += deltaVec.x; corner[c].y += deltaVec.y; } boundingRect.left += deltaVec.x; boundingRect.top += deltaVec.y; boundingRect.right += deltaVec.x; boundingRect.bottom += deltaVec.y; this.center.x = centerx; this.center.y = centery; computeAxes(); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center.x,center.y,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center.x,center.y,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } public static float distance(float ax, float ay,float bx, float by) { if (ax < bx) return bx - ay; else return ax - by; } public Vector2D project(float ax, float ay) { projVec.x = Float.MAX_VALUE; projVec.y = Float.MIN_VALUE; for (int i = 0; i < corner.length; ++i) { float dot = Vector2D.dot(corner[i].x,corner[i].y,ax,ay); projVec.x = JMath.min(dot, projVec.x); projVec.y = JMath.max(dot, projVec.y); } return projVec; } public Vector2D getCorner(int c) { return corner[c]; } public int getNumCorners() { return corner.length; } public static float collisionResponse(OBB2D a, OBB2D b, Vector2D outNormal) { float depth = Float.MAX_VALUE; for (int i = 0; i < a.getNumCorners() + b.getNumCorners(); ++i) { Vector2D edgeA; Vector2D edgeB; if(i >= a.getNumCorners()) { edgeA = b.getCorner((i + b.getNumCorners() - 1) % b.getNumCorners()); edgeB = b.getCorner(i % b.getNumCorners()); } else { edgeA = a.getCorner((i + a.getNumCorners() - 1) % a.getNumCorners()); edgeB = a.getCorner(i % a.getNumCorners()); } tempNormal.x = edgeB.x -edgeA.x; tempNormal.y = edgeB.y - edgeA.y; tempNormal.normalize(); projAVec.equals(a.project(tempNormal.x,tempNormal.y)); projBVec.equals(b.project(tempNormal.x,tempNormal.y)); float distance = OBB2D.distance(projAVec.x, projAVec.y,projBVec.x,projBVec.y); if (distance > 0.0f) { return 0.0f; } else { float d = Math.abs(distance); if (d < depth) { depth = d; outNormal.equals(tempNormal); } } } float dx,dy; dx = b.getCenter().x - a.getCenter().x; dy = b.getCenter().y - a.getCenter().y; float dot = Vector2D.dot(dx,dy,outNormal.x,outNormal.y); if(dot > 0) { outNormal.x = -outNormal.x; outNormal.y = -outNormal.y; } return depth; } public Vector2D getMoveDeltaVec() { return deltaVec; } }; Thanks!

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  • Map Generation Algorithms for Minecraft Clone

    - by Danjen
    I'm making a Minecraft clone for the sake of it (with some inspriation from Dwarf Fortress) and had a few questions about the way the world generation is handled. Things I want it to cover: Biomes such as hills, mountains, forests, etc. Caves/caverns/tunnels Procedural (so it stretches to infinity... is wrap-around a possibility?) Breaking the map into smaller chunks Moddable (ie, new terrain types) Multiplayer compatible In particular, I've seen things such as Perlin Noise, Heightmaps, and Marching Cubes thrown around. These are like different tools to use, but I don't know when or why I would use them. Are there any other techniques that are useful for map generation? I realize this is borderline subjective and open-ended, but I am looking for some more insight into the processes involved.

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  • How could you parallelise a 2D boids simulation

    - by Sycren
    How could you program a 2D boids simulation in such a way that it could use processing power from different sources (clusters, gpu). In the above example, the non-coloured particles move around until they cluster (yellow) and stop moving. The problem is that all the entities could potentially interact with each other although an entity in the top left is unlikely to interact with one in the bottom right. If the domain was split into different segments, it may speed the whole thing up, But if an entity wanted to cross into another segment there may be problems. At the moment this simulation works with 5000 entities with a good frame rate, I would like to try this with millions if possible. Would it be possible to use quad trees to further optimise this? Any other suggestions?

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  • Box2D Joints in entity components system

    - by Johnmph
    I search a way to have Box2D joints in an entity component system, here is what i found : 1) Having the joints in Box2D/Body component as parameters, we have a joint array with an ID by joint and having in the other body component the same joint ID, like in this example : Entity1 - Box2D/Body component { Body => (body parameters), Joints => { Joint1 => (joint parameters), others joints... } } // Joint ID = Joint1 Entity2 - Box2D/Body component { Body => (body parameters), Joints => { Joint1 => (joint parameters), others joints... } } // Same joint ID than in Entity1 There are 3 problems with this solution : The first problem is the implementation of this solution, we must manage the joints ID to create joints and to know between which bodies they are connected. The second problem is the parameters of joint, where are they got ? on the Entity1 or Entity2 ? If they are the same parameters for the joint, there is no problem but if they are differents ? The third problem is that we can't limit number of bodies to 2 by joint (which is mandatory), a joint can only link 2 bodies, in this solution, nothing prevents to create more than 2 entities with for each a body component with the same joint ID, in this case, how we know the 2 bodies to joint and what to do with others bodies ? 2) Same solution than the first solution but by having entities ID instead of Joint ID, like in this example : Entity1 - Box2D/Body component { Body => (body parameters), Joints => { Entity2 => (joint parameters), others joints... } } Entity2 - Box2D/Body component { Body => (body parameters), Joints => { Entity1 => (joint parameters), others joints... } } With this solution, we fix the first problem of the first solution but we have always the two others problems. 3) Having a Box2D/Joint component which is inserted in the entities which contains the bodies to joint (we share the same joint component between entities with bodies to joint), like in this example : Entity1 - Box2D/Body component { Body => (body parameters) } - Box2D/Joint component { Joint => (Joint parameters) } // Shared, same as in Entity2 Entity2 - Box2D/Body component { Body => (body parameters) } - Box2D/Joint component { Joint => (joint parameters) } // Shared, same as in Entity1 There are 2 problems with this solution : The first problem is the same problem than in solution 1 and 2 : We can't limit number of bodies to 2 by joint (which is mandatory), a joint can only link 2 bodies, in this solution, nothing prevents to create more than 2 entities with for each a body component and the shared joint component, in this case, how we know the 2 bodies to joint and what to do with others bodies ? The second problem is that we can have only one joint by body because entity components system allows to have only one component of same type in an entity. So we can't put two Joint components in the same entity. 4) Having a Box2D/Joint component which is inserted in the entity which contains the first body component to joint and which has an entity ID parameter (this entity contains the second body to joint), like in this example : Entity1 - Box2D/Body component { Body => (body parameters) } - Box2D/Joint component { Entity2 => (Joint parameters) } // Entity2 is the entity ID which contains the other body to joint, the first body being in this entity Entity2 - Box2D/Body component { Body => (body parameters) } There are exactly the same problems that in the third solution, the only difference is that we can have two differents joints by entity instead of one (by putting one joint component in an entity and another joint component in another entity, each joint referencing to the other entity). 5) Having a Box2D/Joint component which take in parameter the two entities ID which contains the bodies to joint, this component can be inserted in any entity, like in this example : Entity1 - Box2D/Body component { Body => (body parameters) } Entity2 - Box2D/Body component { Body => (body parameters) } Entity3 - Box2D/Joint component { Joint => (Body1 => Entity1, Body2 => Entity2, others parameters of joint) } // Entity1 is the ID of the entity which have the first body to joint and Entity2 is the ID of the entity which have the second body to joint (This component can be in any entity, that doesn't matter) With this solution, we fix the problem of the body limitation by joint, we can only have two bodies per joint, which is correct. And we are not limited by number of joints per body, because we can create an another Box2D/Joint component, referencing to Entity1 and Entity2 and put this component in a new entity. The problem of this solution is : What happens if we change the Body1 or Body2 parameter of Joint component at runtime ? We need to add code to sync the Body1/Body2 parameters changes with the real joint object. 6) Same as solution 3 but in a better way : Having a Box2D/Joint component Box2D/Joint which is inserted in the entities which contains the bodies to joint, we share the same joint component between these entities BUT the difference is that we create a new entity to link the body component with the joint component, like in this example : Entity1 - Box2D/Body component { Body => (body parameters) } // Shared, same as in Entity3 Entity2 - Box2D/Body component { Body => (body parameters) } // Shared, same as in Entity4 Entity3 - Box2D/Body component { Body => (body parameters) } // Shared, same as in Entity1 - Box2D/Joint component { Joint => (joint parameters) } // Shared, same as in Entity4 Entity4 - Box2D/Body component { Body => (body parameters) } // Shared, same as in Entity2 - Box2D/Joint component { Joint => (joint parameters) } // Shared, same as in Entity3 With this solution, we fix the second problem of the solution 3, because we can create an Entity5 which will have the shared body component of Entity1 and an another joint component so we are no longer limited in the joint number per body. But the first problem of solution 3 remains, because we can't limit the number of entities which have the shared joint component. To resolve this problem, we can add a way to limit the number of share of a component, so for the Joint component, we limit the number of share to 2, because we can only joint 2 bodies per joint. This solution would be perfect because there is no need to add code to sync changes like in the solution 5 because we are notified by the entity components system when components / entities are added to/removed from the system. But there is a conception problem : How to know easily and quickly between which bodies the joint operates ? Because, there is no way to find easily an entity with a component instance. My question is : Which solution is the best ? Is there any other better solutions ? Sorry for the long text and my bad english.

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  • cocos2d-x and handling touch events

    - by Jason
    I have my sprites on screen and I have a vector that stores each sprite. Can a CCSprite* handle a touch event? Or just the CCLayer*? What is the best way to decide what sprite was touched? Should I store the coordinates of where the sprite is (in the sprite class) and when I get the event, see if where the user touched is where the sprite is by looking through the vector and getting each sprites current coordinates? UPDATE: I subclass CCSprite: class Field : public cocos2d::CCSprite, public cocos2d::CCTargetedTouchDelegate and I implement functions: cocos2d::CCRect rect(); virtual void onEnter(); virtual void onExit(); bool containsTouchLocation(cocos2d::CCTouch* touch); virtual bool ccTouchBegan(cocos2d::CCTouch* touch, cocos2d::CCEvent* event); virtual void ccTouchMoved(cocos2d::CCTouch* touch, cocos2d::CCEvent* event); virtual void ccTouchEnded(cocos2d::CCTouch* touch, cocos2d::CCEvent* event); virtual void touchDelegateRetain(); virtual void touchDelegateRelease(); I put CCLOG statements in each one and I dont hit them! When I touch the CCLayer this sprite is on though I do hit those in the class that implements the Layer and puts these sprites on the layer.

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  • Should i scrap my own leader board and go for the Facebook built in one?

    - by Magnus Johansson
    Currently I'm rolling my own score and leader board functionality in my FB canvas game. In my game, users can see what score they have, in addition I have a public leader board where everybody can see all scores from all other users.(I also have possibility for each user to set themselves as anonymous in the leader board, if desired) But now I started thinking; why do I have my own leader board system? Facebook has this scores API and I started play around with it. It, of course, integrates well with Facebook, scores and achievement showing up in the ticker and what not. But it seems that I can't let each user see a public leader board in much the same way I currently have it. But it do let the users see their friends score. Let's face it, this is all what FB is all about, right? Friends. So the question is; should i scrap my own leader board and go for the Facebook built in one (and skip the public part of it)? My gut feeling says yes, but I wanted to hear what other thinks.

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  • GLSL compile error when accessing an array with compile-time constant index

    - by Benlitz
    I have this shader that works well on my computer (using an ATI HD 5700). I have a loop iterating between two constant values, which is, afaik, acceptable in a glsl shader. I write stuff in two arrays in this loop. #define NB_POINT_LIGHT 2 ... varying vec3 vVertToLight[NB_POINT_LIGHT]; varying vec3 vVertToLightWS[NB_POINT_LIGHT]; ... void main() { ... for (int i = 0; i < NB_POINT_LIGHT; ++i) { if (bPointLightUse[i]) { vVertToLight[i] = ConvertToTangentSpace(ShPointLightData[i].Position - WorldPos.xyz); vVertToLightWS[i] = ShPointLightData[i].Position - WorldPos.xyz; } } ... } I tried my program on another computer equipped with an nVidia GTX 560 Ti, and it fails to compile my shader. I get the following errors (94 and 95 are the lines of the two affectations) when calling glLinkProgram: Vertex info ----------- 0(94) : error C5025: lvalue in assignment too complex 0(95) : error C5025: lvalue in assignment too complex I think my code is valid, I don't know if this comes from a compiler bug, a conversion of my shader to another format from the compiler (nvidia looks to convert it to CG), or if I just missed something. I already tried to remove the if (bPointLightUse[i]) statement and I still have the same error. However, if I just write this: vVertToLight[0] = ConvertToTangentSpace(ShPointLightData[0].Position - WorldPos.xyz); vVertToLightWS[0] = ShPointLightData[0].Position - WorldPos.xyz; vVertToLight[1] = ConvertToTangentSpace(ShPointLightData[1].Position - WorldPos.xyz); vVertToLightWS[1] = ShPointLightData[1].Position - WorldPos.xyz; Then I don't have the error anymore, but it's really unconvenient so I would prefer to keep something loop-based. Here is the more detailled config that works: Vendor: ATI Technologies Inc. Renderer: ATI Radeon HD 5700 Series Version: 4.1.10750 Compatibility Profile Context Shading Language version: 4.10 And here is the more detailed config that doesn't work (should also be compatibility profile, although not indicated): Vendor: NVIDIA Corporation Renderer: GeForce GTX 560 Ti/PCI/SSE2 Version: 4.1.0 Shading Language version: 4.10 NVIDIA via Cg compiler

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  • Smooth terrain rendering

    - by __dominic
    I'm trying to render a smooth terrain with Direct3D. I've got a 50*50 grid with all y values = 0, and a set of 3D points that indicate the location on the grid and depth or height of the "valley" or "hill". I need to make the y values of the grid vertices higher or lower depending on how close they are to each 3D point. Thus, in the end I should have a smooth terrain renderer. I'm not sure at all what way I can do this. I've tried changing the height of the vertices based on the distance to each point just using this basic formula: dist = a² + b² + c² where a, b and c are the x, y, and z distance from a vertex to a 3D point. The result I get with this is not smooth at all. I'm thinking there is probably a better way. Here is a screenshot of what I've got for the moment: https://dl.dropbox.com/u/2562049/terrain.jpg

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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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  • Implementing a wrapping wire (like the Worms Ninja Rope) in a 2D physics engine

    - by Andrew Russell
    I've been trying out some rope-physics recently, and I've found that the "standard" solution - making a rope from a series of objects strung together with springs or joints - is unsatisfying. Especially when rope swinging is relevant to gameplay. I don't really care about a rope's ability to wrap up or sag (this can be faked for visuals anyway). For gameplay, what is important is the ability for the rope to wrap around the environment and then subsequently unwrap. It doesn't even have to behave like rope - a "wire" made up of straight line segments would do. Here's an illustration: This is very similar to the "Ninja Rope" from the game Worms. Because I'm using a 2D physics engine - my environment is made up of 2D convex polygons. (Specifically I am using SAT in Farseer.) So my question is this: How would you implement the "wrapping" effect? It seems pretty obvious that the wire will be made up of a series of line segments that "split" and "join". And the final (active) segment of that line, where the moving object attaches, will be a fixed-length joint. But what is the maths / algorithm involved for determining when and where the active line segment needs to be split? And when it needs to be joined with the previous segment? (Previously this question also asked about doing this for a dynamic environment - I've decided to split that off into other questions.)

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  • Follow point of interest by applying torque

    - by azymm
    Given a body with an orientation angle and a point of interest or targetAngle, is there an elegant solution for keeping the body oriented towards the point of interest by applying torque or impulses? I have a naive solution working below, but the effect is pretty 'wobbly', it'll overshoot each time, slowly getting closer to the target angle - undesirable effect in my case. I'd like to find a solution that is more intelligent - that can accelerate to near the target angle then decelerate and stop right at the target angle (or within a small range). If it helps, I'm using box2d and the body is a rectangle. def gameloop(dt): targetAngle = get_target_angle() bodyAngle = get_body_angle() deltaAngle = targetAngle - bodyAngle if deltaAngle > PI: deltaAngle = targetAngle - (bodyAngle + 2.0 * PI) if deltaAngle < -PI: deltaAngle = targetAngle - (bodyAngle - 2.0 * PI) # multiply by 2, for stronger reaction deltaAngle = deltaAngle * 2.0; body.apply_torque(deltaAngle); One other thing, when body has no linear velocity, the above solution works ok. But when the body has some linear velocity, the solution above causes really wonky movement. Not sure why, but would appreciate any hints as to why that might be.

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  • Exporting 3DS Max animated biped character into Assimp

    - by Doug Kavendek
    I've been having some trouble with MD5 meshes exported from 3DS Max into my C++ program, using Assimp to import the model and its skeletal animation. If the models were rigged manually with bones, the export and animations work perfectly, but if they were rigged as a biped character, the animation hits a "deadly import error" and all the bones appear to get smooshed together into a big pile. This seems like it might just be a limitation of the MD5 exporter (we're currently using the one found here. Our plan is to try out a different MD5 exporter (this one), and if that still has problems, then try switching from MD5 to COLLADA. Our modeler won't be able to make time to try out these other exporters for a few days, so in the meantime I wanted to see if there were any better methods out there for getting biped rigged models from 3DS Max into our app via Assimp. Out of Assimp's supported formats, I need to figure out which will support the following: Skeletal animations Exportable from 3DS Max biped rigged models Failing that, an alternative would be a way to convert a biped character to its corresponding bones before exporting. We did find one script to do that, but it only seems meant as a starting point for modeling -- it doesn't carry over any hierarchy, skinning, or animation -- so it can't be used solely during export.

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  • How do I make good guy attacks only hit bad guys and vice versa?

    - by tieTYT
    My game has many different type of good guys and many different type of bad guys. They will all be firing projectiles at each other but I don't want any accidental collateral damage to occur for either alignment. So bad guys should not be able to hit/damage other bad guys and good guys should not be able to hit/damage other good guys. The way I'm thinking of solving this is by making it so that the Unit instance (this is javascript, btw), has an alignment property that can be either good or bad. And I'll only let collision happen if the class Attack boolean didAttackCollideWithTarget(target) return attack.source.alignment != target.alignment and collisionDetected(attack.source, target) This is pseudo-code, of course. But I'm asking this question because I get the sense that there might be a much more elegant way to design this besides adding yet another property to my Unit class.

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  • How can I bend an object in OpenGL?

    - by mindnoise
    Is there a way one could bend an object, like a cylinder or a plane using OpenGL? I'm an OpenGL beginner (I'm using OpenGL ES 2.0, if that matters, although I suspect, math matters most in this case, so it's somehow version independent), I understand the basics: translate, rotate, matrix transformations, etc. I was wondering if there is a technique which allows you to actually change the geometry of your objects (in this case by bending them)? Any links, tutorials or other references are welcomed!

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  • Need some advice regarding collision detection with the sprite changing its width and height

    - by Frank Scott
    So I'm messing around with collision detection in my tile-based game and everything works fine and dandy using this method. However, now I am trying to implement sprite sheets so my character can have a walking and jumping animation. For one, I'd like to to be able to have each frame of variable size, I think. I want collision detection to be accurate and during a jumping animation the sprite's height will be shorter (because of the calves meeting the hamstrings). Again, this also works fine at the moment. I can get the character to animate properly each frame and cycle through animations. The problems arise when the width and height of the character change. Often times its position will be corrected by the collision detection system and the character will be rubber-banded to random parts of the map or even go outside the map bounds. For some reason with the linked collision detection algorithm, when the width or height of the sprite is changed on the fly, the entire algorithm breaks down. The solution I found so far is to have a single width and height of the sprite that remains constant, and only adjust the source rectangle for drawing. However, I'm not sure exactly what to set as the sprite's constant bounding box because it varies so much with the different animations. So now I'm not sure what to do. I'm toying with the idea of pixel-perfect collision detection but I'm not sure if it would really be worth it. Does anyone know how Braid does their collision detection? My game is also a 2D sidescroller and I was quite impressed with how it was handled in that game. Thanks for reading.

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  • Combining multiple sprites vs separate sprites

    - by david oliver
    I have a character which can hold ten types of weapons. Should I: Create ten sets of animations for the character with each weapon Create animations for each weapon, and programmatically draw them on the character Option 1 is simpler in general, but requires more work on the artist, and results in larger game size. Option 2, to me, is a programming nightmare... Whats the better practice in general? Thanks.

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  • Sharing data between graphics and physics engine in the game?

    - by PolGraphic
    I'm writing the game engine that consists of few modules. Two of them are the graphics engine and the physics engine. I wonder if it's a good solution to share data between them? Two ways (sharing or not) looks like that: Without sharing data GraphicsModel{ //some common for graphics and physics data like position //some only graphic data //like textures and detailed model's verticles that physics doesn't need }; PhysicsModel{ //some common for graphics and physics data like position //some only physics data //usually my physics data contains A LOT more informations than graphics data } engine3D->createModel3D(...); physicsEngine->createModel3D(...); //connect graphics and physics data //e.g. update graphics model's position when physics model's position will change I see two main problems: A lot of redundant data (like two positions for both physics and graphics data) Problem with updating data (I have to manually update graphics data when physics data changes) With sharing data Model{ //some common for graphics and physics data like position }; GraphicModel : public Model{ //some only graphics data //like textures and detailed model's verticles that physics doesn't need }; PhysicsModel : public Model{ //some only physics data //usually my physics data contains A LOT more informations than graphics data } model = engine3D->createModel3D(...); physicsEngine->assingModel3D(&model); //will cast to //PhysicsModel for it's purposes?? //when physics changes anything (like position) in model //(which it treats like PhysicsModel), the position for graphics data //will change as well (because it's the same model) Problems here: physicsEngine cannot create new objects, just "assing" existing ones from engine3D (somehow it looks more anti-independent for me) Casting data in assingModel3D function physicsEngine and graphicsEngine must be careful - they cannot delete data when they don't need them (because second one may need it). But it's rare situation. Moreover, they can just delete the pointer, not the object. Or we can assume that graphicsEngine will delete objects, physicsEngine just pointers to them. Which way is better? Which will produce more problems in the future? I like the second solution more, but I wonder why most graphics and physics engines prefer the first one (maybe because they normally make only graphics or only physics engine and somebody else connect them in the game?). Have they any more hidden pros & contras?

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  • Why / how does XNA's right-handed coordinate system effect anything if you can specify near/far Z values?

    - by vargonian
    I am told repeatedly that XNA Game Studio uses a right-handed coordinate system, and I understand the difference between a right-handed and left-handed coordinate system. But given that you can use a method like Matrix.CreateOrthographicOffCenter to create your own custom projection matrix, specifying the left, right, top, bottom, zNear and zFar values, when does XNA's coordinate system come into play? For example, I'm told that in a right-handed coordinate system, increasingly negative Z values go "into" the screen. But I can easily create my projection matrix like this: Matrix.CreateOrthographicOffCenter(left, right, bottom, top, 0.1f, 10000f); I've now specified a lower value for the near Z than the far Z, which, as I understand it, means that positive Z now goes into the screen. I can similarly tweak the values of left/right/top/bottom to achieve similar results. If specifying a lower zNear than zFar value doesn't affect the Z direction of the coordinate system, what does it do? And when is the right-handed coordinate system enforced? The reason I ask is that I'm trying to implement a 2.5D camera that supports zooming and rotation, and I've spent two full days encountering one unexpected result after another.

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  • Ambient occlusion shader just shows models as all white

    - by dvds414
    Okay so I have this shader for ambient occlusion. It loads to world correctly, but it just shows all the models as being white. I do not know why. I am just running the shader while the model is rendering, is that correct? or do I need to make a render target or something? If so then how? I'm using C++. Here is my shader: float sampleRadius; float distanceScale; float4x4 xProjection; float4x4 xView; float4x4 xWorld; float3 cornerFustrum; struct VS_OUTPUT { float4 pos : POSITION; float2 TexCoord : TEXCOORD0; float3 viewDirection : TEXCOORD1; }; VS_OUTPUT VertexShaderFunction( float4 Position : POSITION, float2 TexCoord : TEXCOORD0) { VS_OUTPUT Out = (VS_OUTPUT)0; float4 WorldPosition = mul(Position, xWorld); float4 ViewPosition = mul(WorldPosition, xView); Out.pos = mul(ViewPosition, xProjection); Position.xy = sign(Position.xy); Out.TexCoord = (float2(Position.x, -Position.y) + float2( 1.0f, 1.0f ) ) * 0.5f; float3 corner = float3(-cornerFustrum.x * Position.x, cornerFustrum.y * Position.y, cornerFustrum.z); Out.viewDirection = corner; return Out; } texture depthTexture; texture randomTexture; sampler2D depthSampler = sampler_state { Texture = <depthTexture>; ADDRESSU = CLAMP; ADDRESSV = CLAMP; MAGFILTER = LINEAR; MINFILTER = LINEAR; }; sampler2D RandNormal = sampler_state { Texture = <randomTexture>; ADDRESSU = WRAP; ADDRESSV = WRAP; MAGFILTER = LINEAR; MINFILTER = LINEAR; }; float4 PixelShaderFunction(VS_OUTPUT IN) : COLOR0 { float4 samples[16] = { float4(0.355512, -0.709318, -0.102371, 0.0 ), float4(0.534186, 0.71511, -0.115167, 0.0 ), float4(-0.87866, 0.157139, -0.115167, 0.0 ), float4(0.140679, -0.475516, -0.0639818, 0.0 ), float4(-0.0796121, 0.158842, -0.677075, 0.0 ), float4(-0.0759516, -0.101676, -0.483625, 0.0 ), float4(0.12493, -0.0223423, -0.483625, 0.0 ), float4(-0.0720074, 0.243395, -0.967251, 0.0 ), float4(-0.207641, 0.414286, 0.187755, 0.0 ), float4(-0.277332, -0.371262, 0.187755, 0.0 ), float4(0.63864, -0.114214, 0.262857, 0.0 ), float4(-0.184051, 0.622119, 0.262857, 0.0 ), float4(0.110007, -0.219486, 0.435574, 0.0 ), float4(0.235085, 0.314707, 0.696918, 0.0 ), float4(-0.290012, 0.0518654, 0.522688, 0.0 ), float4(0.0975089, -0.329594, 0.609803, 0.0 ) }; IN.TexCoord.x += 1.0/1600.0; IN.TexCoord.y += 1.0/1200.0; normalize (IN.viewDirection); float depth = tex2D(depthSampler, IN.TexCoord).a; float3 se = depth * IN.viewDirection; float3 randNormal = tex2D( RandNormal, IN.TexCoord * 200.0 ).rgb; float3 normal = tex2D(depthSampler, IN.TexCoord).rgb; float finalColor = 0.0f; for (int i = 0; i < 16; i++) { float3 ray = reflect(samples[i].xyz,randNormal) * sampleRadius; //if (dot(ray, normal) < 0) // ray += normal * sampleRadius; float4 sample = float4(se + ray, 1.0f); float4 ss = mul(sample, xProjection); float2 sampleTexCoord = 0.5f * ss.xy/ss.w + float2(0.5f, 0.5f); sampleTexCoord.x += 1.0/1600.0; sampleTexCoord.y += 1.0/1200.0; float sampleDepth = tex2D(depthSampler, sampleTexCoord).a; if (sampleDepth == 1.0) { finalColor ++; } else { float occlusion = distanceScale* max(sampleDepth - depth, 0.0f); finalColor += 1.0f / (1.0f + occlusion * occlusion * 0.1); } } return float4(finalColor/16, finalColor/16, finalColor/16, 1.0f); } technique SSAO { pass P0 { VertexShader = compile vs_3_0 VertexShaderFunction(); PixelShader = compile ps_3_0 PixelShaderFunction(); } }

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  • Online scoreboard in Python?

    - by CorundumGames
    So my friend and I are working on an arcade-style game in Python and Pygame. We're beginning to look at the feasibility of an online leaderboard, given our current programming backgrounds. Such a leaderboard would have the following requirements/features; The ability to search through demographics like region, country, platform, game mode, recentness ("best scores this month") and difficulty. (e.g. to make it possible for someone to say "I'm the best player in Italy!" or "I'm the best Linux player in South America!") Our game will not have online multiplayer, so no need to worry about that. We don't expect the game to be a million-dollar hit. We want the scores to be accessible both from in-game and the website. We would like some semblance of security to make sure no one plugs fake scores into the system. This is our present situation; Neither I nor my friend have any network programming background. All I really know is that sockets are low-level, HTTP is high-level. I happen to know that the Google App Engine might be useful for something like this, and I'm really thinking about going with that. We're not sure how we would store all the high score data. Our game will be free and open source (though we might keep the components that submit the high scores closed-source). Aside from all of this, we don't really have any idea where to begin. Any thoughts?

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  • Random Between: using random with the instance_create function in GML

    - by CLockeWork
    Hopefully this should be a simple one; I want to restrict the points that instances enter the screen from so they don't come in at the edges. In Game Maker I'm using the following code instance_create(random(room_width), random(-100) - 50, obj_enemy1); to create the instance off screen (create(x, y, ...)) At the moment I'm just using the room_width to define the max width for the random on x, but ideally I want to find a way of defining a max AND min width for the random. I can't figure out how to restrict the range on the x axis to between say 100 and 350. Any help would be appreciated. Cheers

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  • UV texture mapping with perspective correct interpolation

    - by Twodordan
    I am working on a software rasterizer for educational purposes and I am having issues with the texturing. The problem is, only one face of the cube gets correctly textured. The rest are stretched edges: You can see the running program online here. I have used cartesian coordinates, and all I do is interpolate the uv values along the scanlines. The general formula I use for interpolating the uv coordinates is pretty much the one I use for the z-buffering interpolation and looks like this (in this case for horizontal scanlines): u_Slope = (right.u - left.u) / (triangleRight_x - triangleLeft_x); v_Slope = (right.v - left.v) / (triangleRight_x - triangleLeft_x); //[...] new_u = left.u + ((currentX_onScanLine - triangleLeft_x) * u_Slope); new_v = left.v + ((currentX_onScanLine - triangleLeft_x) * v_Slope); Then, when I add each point to the pixel buffer, I restore z and uv: z = (1/z); uv.u = Math.round(uv.u * z *100);//*100 because my texture is 100x100px uv.v = Math.round(uv.v * z *100); Then I turn the u v indexes into one index in order to fetch the correct pixel from the image data (which is a 1 dimensional px array): var index = texture.width * uv.u + uv.v; //and the rest is unimportant imagedata[index].RGBA bla bla The interpolation formula is correct considering the consistency of the texture (including the straight stripes). However, I seem to get quite a lot of 0 values for either u or v. Which is probably why I only get one face right. Furthermore, why is the texture flipped horizontally? (the "1" is flipped) I must get some sleep now, but before I get into further dissecting of every single value to see what goes wrong, Can someone more experienced guess why might this be happening, just by looking at the cube? "I have no idea what I'm doing" (it's my first time implementing a rasterizer). Did I miss an important stage? Thanks for any insight. PS: My UV values are as follows: { u:0, v:0 }, { u:0, v:0.5 }, { u:0.5, v:0.5 }, { u:0.5, v:0 }, { u:0, v:0 }, { u:0, v:0.5 }, { u:0.5, v:0.5 }, { u:0.5, v:0 }

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