Search Results

Search found 11088 results on 444 pages for '2d engine'.

Page 335/444 | < Previous Page | 331 332 333 334 335 336 337 338 339 340 341 342  | Next Page >

  • Space partitioning when everything is moving

    - by Roy T.
    Background Together with a friend I'm working on a 2D game that is set in space. To make it as immersive and interactive as possible we want there to be thousands of objects freely floating around, some clustered together, others adrift in empty space. Challenge To unburden the rendering and physics engine we need to implement some sort of spatial partitioning. There are two challenges we have to overcome. The first challenge is that everything is moving so reconstructing/updating the data structure has to be extremely cheap since it will have to be done every frame. The second challenge is the distribution of objects, as said before there might be clusters of objects together and vast bits of empty space and to make it even worse there is no boundary to space. Existing technologies I've looked at existing techniques like BSP-Trees, QuadTrees, kd-Trees and even R-Trees but as far as I can tell these data structures aren't a perfect fit since updating a lot of objects that have moved to other cells is relatively expensive. What I've tried I made the decision that I need a data structure that is more geared toward rapid insertion/update than on giving back the least amount of possible hits given a query. For that purpose I made the cells implicit so each object, given it's position, can calculate in which cell(s) it should be. Then I use a HashMap that maps cell-coordinates to an ArrayList (the contents of the cell). This works fairly well since there is no memory lost on 'empty' cells and its easy to calculate which cells to inspect. However creating all those ArrayLists (worst case N) is expensive and so is growing the HashMap a lot of times (although that is slightly mitigated by giving it a large initial capacity). Problem OK so this works but still isn't very fast. Now I can try to micro-optimize the JAVA code. However I'm not expecting too much of that since the profiler tells me that most time is spent in creating all those objects that I use to store the cells. I'm hoping that there are some other tricks/algorithms out there that make this a lot faster so here is what my ideal data structure looks like: The number one priority is fast updating/reconstructing of the entire data structure Its less important to finely divide the objects into equally sized bins, we can draw a few extra objects and do a few extra collision checks if that means that updating is a little bit faster Memory is not really important (PC game)

    Read the article

  • XNA: Networking gone totally out of sync

    - by MesserChups
    I'm creating a multiplayer interface for a game in 2D some of my friends made, and I'm stuck with a huge latency or sync problem. I started by adapting my game to the msdn xna network tutorial and right now when I join a SystemLink network session (1 host on PC and 1 client on Xbox) I can move two players, everything is ok, but few minutes later the two machines start being totally out of synchronization. When I move one player it takes 10 or 20 seconds (increasing with TIME) to take effect on the second machine. I've tried to : Create a thread which calls NetworkSession.Update() continuously as suggested on this forum, didn't worked. Call the Send() method one frame on 10, and the receive() method at each frame, didn't worked either. I've cleaned my code, flushed all buffers at each call and switched the host and client but the problem still remain... I hope you have a solution because I'm running out of ideas... Thanks SendPackets() code : protected override void SendPackets() { if ((NetworkSessionState)m_networkSession.SessionState == NetworkSessionState.Playing) //Only while playing { //Write in the packet manager m_packetWriter.Write(m_packetManager.PacketToSend.ToArray(), 0, (int)m_packetManager.PacketToSend.Position); m_packetManager.ResetPacket(); //flush //Sends the packets to all remote gamers foreach (NetworkGamer l_netGamer in m_networkSession.RemoteGamers) { if (m_packetWriter.Length != 0) { FirstLocalNetGamer.SendData(m_packetWriter, SendDataOptions.None, l_netGamer); } } m_packetWriter.Flush();//m m_packetWriter.Seek(0, 0); } } ReceivePackets() code : public override void ReceivePackets() { base.ReceivePackets(); if ((NetworkSessionState)m_networkSession.SessionState == NetworkSessionState.Playing) //Only while playing { if (m_networkSession.LocalGamers.Count > 0) //Verify that there's at least one local gamer { foreach (LocalNetworkGamer l_localGamer in m_networkSession.LocalGamers) { //every LocalNetworkGamer must read to flush their stream // Keep reading while packets are available. NetworkGamer l_oldSender = null; while (l_localGamer.IsDataAvailable) { // Read a single packet, even if we are the host, we must read to clear the queue NetworkGamer l_newSender; l_localGamer.ReceiveData(m_packetReader, out l_newSender); if (l_newSender != l_oldSender) { if ((!l_newSender.IsLocal) && (l_localGamer == FirstLocalNetGamer)) { //Parsing PacketReader to MemoryStream m_packetManager.Receive(new MemoryStream(m_packetReader.ReadBytes(m_packetReader.Length))); } } l_oldSender = l_newSender; m_packetReader.BaseStream.Flush(); m_packetReader.BaseStream.Seek(0, SeekOrigin.Begin); } } m_packetManager.ParsePackets(); } } }

    Read the article

  • What is this JavaScript gibberish?

    - by W3Geek
    I am studying how to make a 2D game with JavaScript by reading open source JavaScript games and I came across this gibberish... aSpriteData = [ "}\"¹-º\"À+º\"À+º\"À+º\"¿¤À ~C_ +º\"À+º\"À+º\"À*P7²OK%¾+½u_\"À<¡a¡a¡bM@±@ª", // 0 ground "a ' ![± 7°³b£[mt<Nµ7z]~¨OR»[f_7l},tl},+}%XN²Sb[bl£[±%Y_¹ !@ $", // 1 qbox "!A % @,[] ±}°@;µn¦&X£ <$ §¤ 8}}@Prc'U#Z'H'@· ¶\"is ¤&08@£(", // 2 mario " ´!A.@H#q8¸»e-½n®@±oW:&X¢a<&bbX~# }LWP41}k¬#3¨q#1f RQ@@:4@$", // 3 mario jump " 40 q$!hWa-½n¦#_Y}a©,0#aaPw@=cmY<mq©GBagaq&@q#0§0t0¤ $", // 4 mario run "+hP_@", // 5 pipe left "¢,6< R¤", // 6 pipe right "@ & ,'+hP?>³®'©}[!»¹.¢_^¥y/pX¸#µ°=a¾½hP?>³®'©}[!»¹.¢_^ Ba a", // 7 pipe top left "@ , !] \"º £] , 8O #7a&+¢ §²!cº 9] P &O ,4 e", // 8 pipe top right " £ #! ,! P!!vawd/XO¤8¼'¤P½»¹²'9¨ \"P²Pa²(!¢5!N*(4´b!Gk(a", // 9 goomba " Xu X5 =ou!¯­¬a[Z¼q.°u#|xv ¸··@=~^H'WOJ!¯­¬a=Nu ²J <J a", // 10 coin // yui "@ & !MX ~L \"y %P *¢ 5a K w !L \"y %P *­a%¬¢ 4 a", // 11 ebox // yui "¢ ,\"²+aN!@ &7 }\"²+aN!XH # }\"²+aN!X% 8}\"²+aN!X%£@ (", // 12 bricks "} %¿¢!N° I¨²*<P%.8\"h,!Cg r¥ H³a4X¢*<P%.H#I¬ :a!u !q", // 13 block makeSpace(20) + "4a }@ }0 N( w$ }\" N! +aa", // 14 bush left " r \"²y!L%aN zPN NyN#²L}[/cy¾ N" + makeSpace(18) + "@", // 15 bush mid makeSpace(18) + "++ !R·a!x6 &+6 87L ¢6 P+ 8+ (", // 16 bush right " %©¦ +pq 7> \"³ s" + makeSpace(25) + "@", // 17 cloud bottom left "a/a_#².Q¥'¥b}8.£¨7!X\"K+5cqs%(" + makeSpace(18) + "0", // 18 cloud bottom mid "bP ¢L P+ 8%a,*a%§@ J" + makeSpace(22) + "(", // 19 cloud bottom right "", // 20 mushroom "", // koopa 16x24 "", // 22 star "", // 23 flagpole "", // 24 flag "", // 25 flagpole top " 6 ~ }a }@ }0 }( }$ }\" }! } a} @} 0} (} $} \"² $", // 26 hill slope "a } \"m %8 *P!MF 5la\"y %P" + makeSpace(18) + "(", // 27 hill mid makeSpace(30) + "%\" t!DK \"q", // 28 hill top "", // 29 castle bricks "", // 30 castle doorway bottom "", // 31 castle doorway top "", // 32 castle top "", // 33 castle top 2 "", // 34 castle window right "", // 35 castle window left "", // 36 castle flag makeSpace(19) + "8@# (9F*RSf.8 A¢$!¢040HD", // 37 goomba flat " *(!¬#q³¡[_´Yp~¡=<¥g=&'PaS²¿ Sbq*<I#*£Ld%Ryd%¼½e8H8bf#0a", // 38 mario dead " = ³ #b 'N¶ Z½Z Z½Z Z½Z Z½Z Z½Z Z½Z =[q ²@ ³ ¶ 0", // 39 coin step 1 " ?@ /q /e '¤ #³ !ºa }@ N0 ?( /e '¤ #³ ¿ _a \"", // 40 coin step 2 " / > ] º !² #¢ %a + > ] º !² #¢ 'a \"", // 41 coin step 3 " 7¢ +² *] %> \"p !Ga t¢ I² 4º *] %> \"p ¡ Oa \"" // 42 coin step 4 ], What does it do? If you want to look at the source file here it is: http://www.nihilogic.dk/labs/mario/mario.js Beware, there is more gibberish inside. I can't seem to make sense of any of it. Thank you.

    Read the article

  • ASP.NET MVC 3 Hosting :: Error Handling and CustomErrors in ASP.NET MVC 3 Framework

    - by C. Miller
    So, what else is new in MVC 3? MVC 3 now has a GlobalFilterCollection that is automatically populated with a HandleErrorAttribute. This default FilterAttribute brings with it a new way of handling errors in your web applications. In short, you can now handle errors inside of the MVC pipeline. What does that mean? This gives you direct programmatic control over handling your 500 errors in the same way that ASP.NET and CustomErrors give you configurable control of handling your HTTP error codes. How does that work out? Think of it as a routing table specifically for your Exceptions, it's pretty sweet! Global Filters The new Global.asax file now has a RegisterGlobalFilters method that is used to add filters to the new GlobalFilterCollection, statically located at System.Web.Mvc.GlobalFilter.Filters. By default this method adds one filter, the HandleErrorAttribute. public class MvcApplication : System.Web.HttpApplication {     public static void RegisterGlobalFilters(GlobalFilterCollection filters)     {         filters.Add(new HandleErrorAttribute());     } HandleErrorAttributes The HandleErrorAttribute is pretty simple in concept: MVC has already adjusted us to using Filter attributes for our AcceptVerbs and RequiresAuthorization, now we are going to use them for (as the name implies) error handling, and we are going to do so on a (also as the name implies) global scale. The HandleErrorAttribute has properties for ExceptionType, View, and Master. The ExceptionType allows you to specify what exception that attribute should handle. The View allows you to specify which error view (page) you want it to redirect to. Last but not least, the Master allows you to control which master page (or as Razor refers to them, Layout) you want to render with, even if that means overriding the default layout specified in the view itself. public class MvcApplication : System.Web.HttpApplication {     public static void RegisterGlobalFilters(GlobalFilterCollection filters)     {         filters.Add(new HandleErrorAttribute         {             ExceptionType = typeof(DbException),             // DbError.cshtml is a view in the Shared folder.             View = "DbError",             Order = 2         });         filters.Add(new HandleErrorAttribute());     }Error Views All of your views still work like they did in the previous version of MVC (except of course that they can now use the Razor engine). However, a view that is used to render an error can not have a specified model! This is because they already have a model, and that is System.Web.Mvc.HandleErrorInfo @model System.Web.Mvc.HandleErrorInfo           @{     ViewBag.Title = "DbError"; } <h2>A Database Error Has Occurred</h2> @if (Model != null) {     <p>@Model.Exception.GetType().Name<br />     thrown in @Model.ControllerName @Model.ActionName</p> }Errors Outside of the MVC Pipeline The HandleErrorAttribute will only handle errors that happen inside of the MVC pipeline, better known as 500 errors. Errors outside of the MVC pipeline are still handled the way they have always been with ASP.NET. You turn on custom errors, specify error codes and paths to error pages, etc. It is important to remember that these will happen for anything and everything outside of what the HandleErrorAttribute handles. Also, these will happen whenever an error is not handled with the HandleErrorAttribute from inside of the pipeline. <system.web>  <customErrors mode="On" defaultRedirect="~/error">     <error statusCode="404" redirect="~/error/notfound"></error>  </customErrors>Sample Controllers public class ExampleController : Controller {     public ActionResult Exception()     {         throw new ArgumentNullException();     }     public ActionResult Db()     {         // Inherits from DbException         throw new MyDbException();     } } public class ErrorController : Controller {     public ActionResult Index()     {         return View();     }     public ActionResult NotFound()     {         return View();     } } Putting It All Together If we have all the code above included in our MVC 3 project, here is how the following scenario's will play out: 1.       A controller action throws an Exception. You will remain on the current page and the global HandleErrorAttributes will render the Error view. 2.       A controller action throws any type of DbException. You will remain on the current page and the global HandleErrorAttributes will render the DbError view. 3.       Go to a non-existent page. You will be redirect to the Error controller's NotFound action by the CustomErrors configuration for HTTP StatusCode 404. But don't take my word for it, download the sample project and try it yourself. Three Important Lessons Learned For the most part this is all pretty straight forward, but there are a few gotcha's that you should remember to watch out for: 1) Error views have models, but they must be of type HandleErrorInfo. It is confusing at first to think that you can't control the M in an MVC page, but it's for a good reason. Errors can come from any action in any controller, and no redirect is taking place, so the view engine is just going to render an error view with the only data it has: The HandleError Info model. Do not try to set the model on your error page or pass in a different object through a controller action, it will just blow up and cause a second exception after your first exception! 2) When the HandleErrorAttribute renders a page, it does not pass through a controller or an action. The standard web.config CustomErrors literally redirect a failed request to a new page. The HandleErrorAttribute is just rendering a view, so it is not going to pass through a controller action. But that's ok! Remember, a controller's job is to get the model for a view, but an error already has a model ready to give to the view, thus there is no need to pass through a controller. That being said, the normal ASP.NET custom errors still need to route through controllers. So if you want to share an error page between the HandleErrorAttribute and your web.config redirects, you will need to create a controller action and route for it. But then when you render that error view from your action, you can only use the HandlerErrorInfo model or ViewData dictionary to populate your page. 3) The HandleErrorAttribute obeys if CustomErrors are on or off, but does not use their redirects. If you turn CustomErrors off in your web.config, the HandleErrorAttributes will stop handling errors. However, that is the only configuration these two mechanisms share. The HandleErrorAttribute will not use your defaultRedirect property, or any other errors registered with customer errors. In Summary The HandleErrorAttribute is for displaying 500 errors that were caused by exceptions inside of the MVC pipeline. The custom errors are for redirecting from error pages caused by other HTTP codes.

    Read the article

  • Drawing multiple Textures as tilemap

    - by DocJones
    I am trying to draw a 2d game map and the objects on the map in a single pass. Here is my OpenGL initialization code // Turn off unnecessary operations glDisable(GL_DEPTH_TEST); glDisable(GL_LIGHTING); glDisable(GL_CULL_FACE); glDisable(GL_STENCIL_TEST); glDisable(GL_DITHER); glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); // activate pointer to vertex & texture array glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); My drawing code is being called by a NSTimer every 1/60 s. Here is the drawing code of my world object: - (void) draw:(NSRect)rect withTimedDelta:(double)d { GLint *t; glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, [_textureManager textureByName:@"blocks"]); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); for (int x=0; x<[_map getWidth] ; x++) { for (int y=0; y<[_map getHeight] ; y++) { GLint v[] = { 16*x ,16*y, 16*x+16,16*y, 16*x+16,16*y+16, 16*x ,16*y+16 }; t=[_textureManager getBlockWithNumber:[_map getBlockAtX:x andY:y]]; glVertexPointer(2, GL_INT, 0, v); glTexCoordPointer(2, GL_INT, 0, t); glDrawArrays(GL_QUADS, 0, 4); } } } (_textureManager is a Singelton only loading a texture once!) The object drawing codes is identical (except the nested loops) in terms of OpenGL calls: - (void) drawWithTimedDelta:(double)d { GLint *t; GLint v[] = { 16*xpos ,16*ypos, 16*xpos+16,16*ypos, 16*xpos+16,16*ypos+16, 16*xpos ,16*ypos+16 }; glBindTexture(GL_TEXTURE_2D, [_textureManager textureByName:_textureName]); t=[_textureManager getBlockWithNumber:12]; glVertexPointer(2, GL_INT, 0, v); glTexCoordPointer(2, GL_INT, 0, t); glDrawArrays(GL_QUADS, 0, 4); } As soon as my central drawing routine calls the two drawing methods the second call overlays the first one. i would expect the call to world.draw to draw the map and "stamp" the objects upon it. Debugging shows me, that the first call is performed correctly (world is being drawn), but the following call to all objects ONLY draws the objects, the rest of the scene is getting black. I think i need to blend the drawn textures, but i cant seem to figure out how. Any help is appreciated. Thanks PS: Here is the github link to the project. It may not be in sync of my post here, but for some more in-depth analysis it may help.

    Read the article

  • Why is Spritebatch drawing my Textures out of order?

    - by Andrew
    I just started working with XNA Studio after programming 2D games in java. Because of this, I have absolutely no experience with Spritebatch and sprite sorting. In java, I could just layer the images by calling the draw methods in order. For a while, my Spritebatch was working fine in deferred sorting mode, but when I made a change to one of my textures, it suddenly started drawing them out of order. I have searched for a solution to this problem, but nothing seems to work. I have tried adding layer depths to the sprites and changing the sort mode to BackToFront or FrontToBack or even immediate, but nothing seems to work. Here is my drawing code: protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Gray); Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); for (int x = 0; x < 5; x++) { for (int y = 0; y < 5; y++) { region[x, y].draw(((float)w / aw)); // Draws the Tile-Based background } } player.draw(spriteBatch, ((float)w / aw));//draws the character (This method is where the problem occurs) enemy.draw(spriteBatch, (float)w/aw); // draws a basic enemy Game1.spriteBatch.End(); base.Draw(gameTime); } player.draw method: public void draw(SpriteBatch sb, float ratio){ //draws the player base (The character without hair or equipment) sb.Draw(playerbase[0], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White,0,Vector2.Zero,SpriteEffects.None,0); //draws the player's hair sb.Draw(playerbase[3], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's shirt sb.Draw(equipment[0], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's pants sb.Draw(equipment[1], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's shoes sb.Draw(equipment[2], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); } the game has a top-down perspective much like the early legend of zelda games. It draws sections of the texture depending on which direction the character is facing and the animation frame. However, instead of drawing the character in the order the draw methods are called, it ends up drawing the character out of order. Please help me with this problem.

    Read the article

  • Why does my sprite glitch when moving? [closed]

    - by rphello101
    Using Slick 2D/Java, I'm using the mouse to rotate a sprite and WASD to move it (A and D are used to strafe). I finally got the directional keys and rotation to work in sync, but I'm having problems with sporadic movement. It seems that the move speed is not always set to the value I have it at. Sometimes the sprite with just shoot across the screen. Furthermore, it seems that at 0 degrees, when the left key is pressed, the sprite moves backwards, not to the left. There also seems to be quite a bit of glitching when two keys are pressed, like left and up. Anyone see anything obvious? Here is the rotational code: int mX = Mouse.getX(); int mY = HEIGHT - Mouse.getY(); int pX = sprite.x+sprite.image.getWidth()/2; int pY = sprite.y+sprite.image.getHeight()/2; double mAng; if(mX!=pX){ mAng = Math.toDegrees(Math.atan2(mY - pY, mX - pX)); if(mAng==0 && mX<=pX) mAng=180; } else{ if(mY>pY) mAng=90; else mAng=270; } sprite.angle = mAng; sprite.image.setRotation((float) mAng); Movement code: Input input = gc.getInput(); Vector2f direction = new Vector2f(); Vector2f velocity = new Vector2f(); Vector2f left; Vector2f right; direction.x = (float) Math.cos(Math.toRadians(sprite.angle)); direction.y = (float) Math.sin(Math.toRadians(sprite.angle)); if(direction.length()>0) direction = direction.normalise(); left = new Vector2f(-direction.y, direction.x); right = new Vector2f(direction.y, -direction.x); velocity.x = (float) (direction.x * sprite.moveSpeed); velocity.y = (float) (direction.y * sprite.moveSpeed); if(input.isKeyDown(sprite.up)){ sprite.x += velocity.x*delta; sprite.y += velocity.y*delta; }if (input.isKeyDown(sprite.down)){ sprite.x -= velocity.x*delta; sprite.y -= velocity.y*delta; }if (input.isKeyDown(sprite.left)){ sprite.x += left.x * sprite.moveSpeed * delta; sprite.y += left.y * sprite.moveSpeed * delta; }if (input.isKeyDown(sprite.right)){ sprite.x += right.x * sprite.moveSpeed * delta; sprite.y += right.y * sprite.moveSpeed * delta; }

    Read the article

  • Largest sphere inside a frustum

    - by Will
    How do you find the largest sphere that you can draw in perspective? Viewed from the top, it'd be this: Added: on the frustum on the right, I've marked four points I think we know something about. We can unproject all eight corners of the frusum, and the centres of the near and far ends. So we know point 1, 3 and 4. We also know that point 2 is the same distance from 3 as 4 is from 3. So then we can compute the nearest point on the line 1 to 4 to point 2 in order to get the centre? But the actual math and code escapes me. I want to draw models (which are approximately spherical and which I have a miniball bounding sphere for) as large as possible. Update: I've tried to implement the incircle-on-two-planes approach as suggested by bobobobo and Nathan Reed : function getFrustumsInsphere(viewport,invMvpMatrix) { var midX = viewport[0]+viewport[2]/2, midY = viewport[1]+viewport[3]/2, centre = unproject(midX,midY,null,null,viewport,invMvpMatrix), incircle = function(a,b) { var c = ray_ray_closest_point_3(a,b); a = a[1]; // far clip plane b = b[1]; // far clip plane c = c[1]; // camera var A = vec3_length(vec3_sub(b,c)), B = vec3_length(vec3_sub(a,c)), C = vec3_length(vec3_sub(a,b)), P = 1/(A+B+C), x = ((A*a[0])+(B*a[1])+(C*a[2]))*P, y = ((A*b[0])+(B*b[1])+(C*b[2]))*P, z = ((A*c[0])+(B*c[1])+(C*c[2]))*P; c = [x,y,z]; // now the centre of the incircle c.push(vec3_length(vec3_sub(centre[1],c))); // add its radius return c; }, left = unproject(viewport[0],midY,null,null,viewport,invMvpMatrix), right = unproject(viewport[2],midY,null,null,viewport,invMvpMatrix), horiz = incircle(left,right), top = unproject(midX,viewport[1],null,null,viewport,invMvpMatrix), bottom = unproject(midX,viewport[3],null,null,viewport,invMvpMatrix), vert = incircle(top,bottom); return horiz[3]<vert[3]? horiz: vert; } I admit I'm winging it; I'm trying to adapt 2D code by extending it into 3 dimensions. It doesn't compute the insphere correctly; the centre-point of the sphere seems to be on the line between the camera and the top-left each time, and its too big (or too close). Is there any obvious mistakes in my code? Does the approach, if fixed, work?

    Read the article

  • PCF shadow shader math causing artifacts

    - by user2971069
    For a while now I used PCSS for my shadow technique of choice until I discovered a type of percentage closer filtering. This method creates really smooth shadows and with hopes of improving performance, with only a fraction of texture samples, I tried to implement PCF into my shader. This is the relevant code: float c0, c1, c2, c3; float f = blurFactor; float2 coord = ProjectedTexCoords; if (receiverDistance - tex2D(lightSampler, coord + float2(0, 0)).x > 0.0007) c0 = 1; if (receiverDistance - tex2D(lightSampler, coord + float2(f, 0)).x > 0.0007) c1 = 1; if (receiverDistance - tex2D(lightSampler, coord + float2(0, f)).x > 0.0007) c2 = 1; if (receiverDistance - tex2D(lightSampler, coord + float2(f, f)).x > 0.0007) c3 = 1; coord = (coord % f) / f; return 1 - (c0 * (1 - coord.x) * (1 - coord.y) + c1 * coord.x * (1 - coord.y) + c2 * (1 - coord.x) * coord.y + c3 * coord.x * coord.y); This is a very basic implementation. blurFactor is initialized with 1 / LightTextureSize. So the if statements fetch the occlusion values for the four adjacent texels. I now want to weight each value based on the actual position of the texture coordinate. If it's near the bottom-right pixel, that occlusion value should be preferred. The weighting itself is done with a simple bilinear interpolation function, however this function takes a 2d vector in the range [0..1] so I have to convert my texture coordinate to get the distance from my first pixel to the second one in range [0..1]. For that I used the mod operator to get it into [0..f] range and then divided by f. This code makes sense to me, and for specific blurFactors it works, producing really smooth one pixel wide shadows, but not for all blurFactors. Initially blurFactor is (1 / LightTextureSize) to sample the 4 adjacent texels. I now want to increase the blurFactor by factor x to get a smooth interpolation across maybe 4 or so pixels. But that is when weird artifacts show up. Here is an image: Using a 1x on blurFactor produces a good result, 0.5 is as expected not so smooth. 2x however doesn't work at all. I found that only a factor of 1/2^n produces an good result, every other factor produces artifacts. I'm pretty sure the error lies here: coord = (coord % f) / f; Maybe the modulo is not calculated correctly? I have no idea how to fix that. Is it even possible for pixel that are further than 1 pixel away?

    Read the article

  • GUI device for throwing a ball

    - by Fredrik Johansson
    The hero has a ball, which shall be thrown with accuracy in a court on iPhone/iPad. The player is seen from above, in a 2D view. In game play, the player reach is between 1/15 and 1/6 of the height of the iPhone screen. The player will run, and try to outmaneuver his opponent, and then throw the ball at a specific location, which is guarded by the opponent (which is also shown on the screen). The player is controlled by a joystick, and that works ok, but how shall I control the stick? Maybe someone can propose a third control method? I've tried the following two approaches: Joystick: Hero has a reach of 1 meter, and this reach is marked with a semi-opaque circle around the player. The ball can be moved by a joystick. When the joystick is moved south, the ball is moved south within the reach circle. There is a direct coupling with the joystick and the position of the ball. I.e. when the joystick is moved max south, the ball is max south within the player reach. At each touch update the speed is calculated, and the Box2d ball position and ball speed are updated. NB, the ball will never be moved outside the reach as long as the player push the joystick. The ball is thrown by swiping the joystick to make the ball move, and then releasing the joystick. At release, the ball will get a smoothed speed of the joystick. Joystick Problem: The throwing accuracy gets bad, because the joystick can not be that big, and a small movement results in quite a large movement of the ball. If the user does not release before the end of the joystick maximum end point, the ball will stop, and when the user releases the joystick the speed of the ball will be zero. Bad... Touch pad A force is applied to the ball by a sweep on a touchpad. The ball is released when the sweep is ended, or when the ball is moved outside the player reach. As there is no one to one mapping between the swipe and the ball position, the precision can be improved. A large swipe can result in a small ball movement. Touch Pad Problem A touchpad is less intuitive. Users do not seem to know what to do with the touch pad. Some tap the touchpad, and then the ball just falls to the ground. As there is no one-to-one mapping, the ball can be moved outside the reach, and then it will just fall to the ground. It's a bit hard to control the ball, especially if the player also moves.

    Read the article

  • More Efficient Data Structure for Large Layered Tile Map

    - by Stupac
    It seems like the popular method is to break the map up into regions and load them as needed, my problem is that in my game there are many AI entities other than the player out performing actions in virtually all the regions of the map. Let's just say I have a 5000x5000 map, when I use a 2D array of byte's to render it my game uses around 17 MB of memory, as soon as I change that data structure to a my own defined MapCell class (which only contains a single field: byte terrain) my game's memory consumption rockets up to 400+ MB. I plan on adding layering, so an array of byte's won't cut it and I figure I'd need to add a List of some sort to the MapCell class to provide objects in the layers. I'm only rendering tiles that are on screen, but I need the rest of the map to be represented in memory since it is constantly used in Update. So my question is, how can I reduce the memory consumption of my map while still maintaining the above requirements? Thank you for your time! Here's a few snippets my C# code in XNA4: public static void LoadMapData() { // Test map generations int xSize = 5000; int ySize = 5000; MapCell[,] map = new MapCell[xSize,ySize]; //byte[,] map = new byte[xSize, ySize]; Terrain[] terrains = new Terrain[4]; terrains[0] = grass; terrains[1] = dirt; terrains[2] = rock; terrains[3] = water; Random random = new Random(); for(int x = 0; x < xSize; x++) { for(int y = 0; y < ySize; y++) { //map[x,y] = new MapCell(terrains[random.Next(4)]); map[x,y] = new MapCell((byte)random.Next(4)); //map[x, y] = (byte)random.Next(4); } } testMap = new TileMap(map, xSize, ySize); // End test map setup currentMap = testMap; } public class MapCell { //public TerrainType terrain; public byte terrain; public MapCell(byte itsTerrain) { terrain = itsTerrain; } // the type of terrain this cell is treated as /*public Terrain terrain { get; set; } public MapCell(Terrain itsTerrain) { terrain = itsTerrain; }*/ }

    Read the article

  • SceneManagers as systems in entity system or as a core class used by a system?

    - by Hatoru Hansou
    It seems entity systems are really popular here. Links posted by other users convinced me of the power of such system and I decided to try it. (Well, that and my original code getting messy) In my project, I originally had a SceneManager class that maintained needed logic and structures to organize the scene (QuadTree, 2D game). Before rendering I call selectRect() and pass the x,y of the camera and the width and height of the screen and then obtain a minimized list containing only visible entities ordered from back to front. Now with Systems, originally in my first attempt my Render system required to get added all entities it should handle. This may sound like the correct approach but I realized this was not efficient. Trying to optimize It I reused the SceneManager class internally in the Renderer system, but then I realized I needed methods such as selectRect() in others systems too (AI principally) and make the SceneManager accessible globally again. Currently I converted SceneManager to a system, and ended up with the following interface (only relevant methods): /// Base system interface class System { public: virtual void tick (double delta_time) = 0; // (methods to add and remove entities) }; typedef std::vector<Entity*> EntitiesVector; /// Specialized system interface to allow query the scene class SceneManager: public System { public: virtual EntitiesVector& cull () = 0; /// Sets the entity to be used as the camera and replaces previous ones. virtual void setCamera (Entity* entity) = 0; }; class SceneRenderer // Not a system { vitual void render (EntitiesVector& entities) = 0; }; Also I could not guess how to convert renderers to systems. My game separates logic updates from screen updates, my main class have a tick() method and a render() method that may not be called the same times. In my first attempt renderers were systems but they was saved in a separated manager, updated only in render() and not in tick() like all other systems. I realized that was silly and simply created a SceneRenderer interface and give up about converting them to systems, but that may be for another question. Then... something does not feel right, isn't it? If I understood correctly a system should not depend on another or even count with another system exposing an specific interface. Each system should care only about its entities, or nodes (as optimization, so they have direct references to relevant components without having to constantly call the component() or getComponent() method of the entity).

    Read the article

  • how do I get dual monitors to work properly in Ubuntu 11.10 on a Dell Latitude D630?

    - by wes cook
    I have spent a lot of time trying to get dual monitors to work on Ubuntu 11.10 on my Dell Latitude D630 (nVidia NVS 135m video card). - For starters, the System Displays settings app always only showed one unknown monitor, even though I had the external Acer monitor connected. - So I downloaded and installed the nVidia drivers. According to what I read I would need to only use the nVidia driver app (nVidia X Server Settings), so that's what I've done. (System Displays settings continued to only show a single monitor anyway). - nVidia settings app only showed on monitor until I changed the BIOS setting to use the onboard video for external monitor (not the dock video, which it was set to, even though I don't have a docking station). - The nVidia setting app now recognized both monitors. So, I setup the X Server display config as Separate X screen for both monitors. My laptop screen shows up as AUO 1440x900 and my external monitor as Acer E211H 1920x1080. - Everything seemed like it would work, but the external monitor was just a complete white screen. The external monitor was non-functional, even though sometimes it would show the background image - still nothing would show up over there. - So, I checked the Enable Xinerama box. - Now, after logging out and back in, the wallpaper extends to both screens but I get no taskbar at the bottom or top, no system menus, and I have to press the power button to restart or log off. - After experimenting with all the shells, the only one that shows the menus and taskbars when I log in is Gnome Classic. - This is pretty much the same symptoms as found here: How do I fix 11.10 GUI?. - So, I resign myself to the older shell. - Everything works fine until ... I unplug the external monitor ... this is a laptop after all. - Anyway, after doing some work on the road, I plug back in and I still see both screens and it's functional except, ... - Now, the laptop screen (with the taskbar and menu bar) has 4 black bars at the top that windows cannot cover. The top bar is the menu bar (with Applications, Places, the date and time and the system menu on the right). But the next 3 bars (the same height as the top menu bar) are empty and are just reducing the max size of windows on that screen. - See screenshot here: http://i39.tinypic.com/35d2kh1.png - So ... 1. How do I get rid of those extra 3 black bars? They're taking valuable screen space. 2. (less critical) How do I successfully use both screens in the Ubuntu or Ubuntu 2D shell?

    Read the article

  • Will HTML5 make Silverlight redundant?

    - by Laila
    One of the great features of Adobe AIR v2 that was launched this month was its support for some of the 2008 draft of HTML5. The HTML5 specification was started in 2004, but the full spec will probably not be approved by W3C until around 2022. One might have thought that it would take years yet from now to reach the point where any browsers were remotely HTML5-compliant, but enough of HTML5 is published and agreed to make a lot of it possible, and Safari and Adobe have got there thanks to Apple's open-source WebKit. The race for HTML 5 has been fuelled by the demand by Apple and Google for advanced graphics, typography, animations and transitions without having to rely on third party browser plug-ins such as Adobe Flash or Silverlight. There is good reason for this haste: Flash doesn't support touch-devices and has been slow in supporting hardware video decoders such as H.264. There is a strong requirement to do all that Flash can do in an open-standards way. Those with proprietary solutions remain sniffy. In AIR 2, Adobe pointedly disables the HTML5 and tags that allow basic playing of media content, saying that the specification is not final and there is still no standard for the supported formats, and adding that Safari implements a 'disjoint set' of codecs. Microsoft also has little interest in HTML 5 as it has so much invested in Silverlight. Google stands to gain by the Adobe AIR for Android as it will allow a lot of applications to be migrated easily to the platform, so sees Apple's war on Flash as a way of gaining market share. Why do we care? It is because HTML5/CSS3 provides facilities much far beyond HTML4, bring the reality of browser-based applications a lot closer. Probably most generally useful is the advanced typography: Safari and AIR already both support a way of reflowing text in a container across an arbitrary number of columns; Page-specific fonts can also be specified. Then there is 2D drawing, video, transitions, local storage, AJAX navigation and mutable DOM prototypes. HTML5 is likely to provide base functionality that is required but it is too early to be certain that it will render Flash, Silverlight or JavaFX obsolete. In the meantime, Adobe Air provides the best vehicle for developing HTML5/CSS3 applications without a twinge of worry about browser incompatibilities. Cheers, Laila

    Read the article

  • Euler angles to Cartesian Coordinates for use with gluLookAt

    - by notrodash
    I have searched all of the internet but just couldn't find the answer. I am using LibGDX and this is part of my code that loops over and over: public void render() { GL11 gl = Gdx.gl11; float centerX = (float)Math.cos(yaw) * (float)Math.cos(pitch); float centerY = (float)Math.sin(yaw) * (float)Math.cos(pitch); float centerZ = (float)Math.sin(pitch); System.out.println(centerX+" "+centerY+" "+centerZ+" ~ "+GDXRacing.camera.position.x+" "+GDXRacing.camera.position.y+" "+GDXRacing.camera.position.z); Gdx.glu.gluLookAt(gl, GDXRacing.camera.position.x, GDXRacing.camera.position.y, GDXRacing.camera.position.z, centerX, centerY, centerZ, 0, 1, 0); if(Gdx.input.isKeyPressed(Keys.A)) { yaw--; } if(Gdx.input.isKeyPressed(Keys.D)) { yaw++; } } I might just be bad at the math, but I dont get it. Does someone have a good explanation and an idea about how to deal with this? I am trying to make a first person camera. By the way, the camera is translated by +10 on the Z axis. Currently when I run the application, this is what I get: Watch video in browser | Download video (for those who cant download the video, everything shakes in a clockwise/anticlockwise action, depending on if I increase or decrease the Yaw value) -Thank you. [edit] and with this code: public void render() { GL11 gl = Gdx.gl11; float centerX = (float)(MathUtils.cosDeg(yaw)*4); float centerY = 0; float centerZ = (float)(MathUtils.sinDeg(yaw)*4); System.out.println(centerX+" "+centerY+" "+centerZ+" ~ "+GDXRacing.camera.position.x+" "+GDXRacing.camera.position.y+" "+GDXRacing.camera.position.z); Gdx.glu.gluLookAt(gl, GDXRacing.camera.position.x, GDXRacing.camera.position.y, GDXRacing.camera.position.z, centerX, centerY, centerZ, 0, 1, 0); if(Gdx.input.isKeyPressed(Keys.A)) { yaw--; } if(Gdx.input.isKeyPressed(Keys.D)) { yaw++; } } it slowly swings from the left to the right. This approach worked for turning left and right for 2d games though. What am I doing wrong?

    Read the article

  • 3D terrain map with Hexagon Grids (XNA)

    - by Rob
    I'm working on a hobby project (I'm a web/backend developer by day) and I want to create a 3D Tile (terrain) engine. I'm using XNA, but I can use MonoGame, OpenGL, or straight DirectX, so the answer does not have to be XNA specific. I'm more looking for some high level advice on how to approach this problem. I know about creating height maps and such, there are thousands of references out there on the net for that, this is a bit more specific. I'm more concerned with is the approach to get a 3D hexagon tile grid out of my terrain (since the terrain, and all 3d objects, are basically triangles). The first approach I thought about is to basically draw the triangles on the screen in the following order (blue numbers) to give me the triangles for terrain (black triangles) and then make hexes out of the triangles (red hex). http://screencast.com/t/ebrH2g5V This approach seems complicated to me since i'm basically having to draw 4 different types of triangles. The next approach I thought of was to use the existing triangles like I did for a square grid and get my hexes from 6 triangles as follows http://screencast.com/t/w9b7qKzVJtb8 This seems like the easier approach to me since there are only 2 types of triangles (i would have to play with the heights and widths to get a "perfect" hexagon, but the idea is the same. So I'm looking for: 1) Any suggestions on which approach I should take, and why. 2) How would I translate mouse position to a hexagon grid position (especially when moving the camera around), for example in the second image if the mouse pointer were the green circle, how would I determine to highlight that hexagon and then translating that into grid coordinates (assuming it is 0,0)? 3) Any references, articles, books, etc - to get me going in the right direction. Note: I've done hex grid's and mouse-grid coordinate conversion before in 2d. looking for some pointers on how to do the same in 3d. The result I would like to achieve is something similar to the following: http :// www. youtube .com / watch?v=Ri92YkyC3fw (sorry about the youtube link, but it will only let me post 2 links in this post... same rep problem i mention below...) Thanks for any help! P.S. Sorry for not posting the images inline, I apparently don't have enough rep on this stack exchange site.

    Read the article

  • Issues with shooting in a HTML5 platformer game

    - by fnx
    I'm coding a 2D sidescroller using only JavaScript and HTML5 canvas, and in my game I have two problems with shooting: 1) Player shoots continous stream of bullets. I want that player can shoot only a single bullet even though the shoot-button is being held down. 2) Also, I get an error "Uncaught TypeError: Cannot call method 'draw' of undefined" when all the bullets are removed. My shooting code goes like this: When player shoots, I do game.bullets.push(new Bullet(this, this.scale)); and after that: function Bullet(source, dir) { this.id = "bullet"; this.width = 10; this.height = 3; this.dir = dir; if (this.dir == 1) { this.x = source.x + source.width - 5; this.y = source.y + 16; } if (this.dir == -1) { this.x = source.x; this.y = source.y + 16; } } Bullet.prototype.update = function() { if (this.dir == 1) this.x += 8; if (this.dir == -1) this.x -= 8; for (var i in game.enemies) { checkCollisions(this, game.enemies[i]); } // Check if bullet leaves the viewport if (this.x < game.viewX * 32 || this.x > (game.viewX + game.tilesX) * 32) { removeFromList(game.bullets, this); } } Bullet.prototype.draw = function() { // bullet flipping uses orientation of the player var posX = game.player.scale == 1 ? this.x : (this.x + this.width) * -1; game.ctx.scale(game.player.scale, 1); game.ctx.drawImage(gameData.getGfx("bullet"), posX, this.y); } I handle removing with this function: function removeFromList(list, object) { for (i in list) { if (object == list[i]) { list.splice(i, 1); break; } } } And finally, in the main game loop I have this: for (var i in game.bullets) { game.bullets[i].update(); game.bullets[i].draw(); } I have tried adding if (game.bullets.length > 0) to the main game loop before the above draw&update calls, but I still get the same error.

    Read the article

  • Memory read/write access efficiency

    - by wolfPack88
    I've heard conflicting information from different sources, and I'm not really sure which one to believe. As such, I'll post what I understand and ask for corrections. Let's say I want to use a 2D matrix. There are three ways that I can do this (at least that I know of). 1: int i; char **matrix; matrix = malloc(50 * sizeof(char *)); for(i = 0; i < 50; i++) matrix[i] = malloc(50); 2: int i; int rowSize = 50; int pointerSize = 50 * sizeof(char *); int dataSize = 50 * 50; char **matrix; matrix = malloc(dataSize + pointerSize); char *pData = matrix + pointerSize - rowSize; for(i = 0; i < 50; i++) { pData += rowSize; matrix[i] = pData; } 3: //instead of accessing matrix[i][j] here, we would access matrix[i * 50 + j] char *matrix = malloc(50 * 50); In terms of memory usage, my understanding is that 3 is the most efficient, 2 is next, and 1 is least efficient, for the reasons below: 3: There is only one pointer and one allocation, and therefore, minimal overhead. 2: Once again, there is only one allocation, but there are now 51 pointers. This means there is 50 * sizeof(char *) more overhead. 1: There are 51 allocations and 51 pointers, causing the most overhead of all options. In terms of performance, once again my understanding is that 3 is the most efficient, 2 is next, and 1 is least efficient. Reasons being: 3: Only one memory access is needed. We will have to do a multiplication and an addition as opposed to two additions (as in the case of a pointer to a pointer), but memory access is slow enough that this doesn't matter. 2: We need two memory accesses; once to get a char *, and then to the appropriate char. Only two additions are performed here (once to get to the correct char * pointer from the original memory location, and once to get to the correct char variable from wherever the char * points to), so multiplication (which is slower than addition) is not required. However, on modern CPUs, multiplication is faster than memory access, so this point is moot. 1: Same issues as 2, but now the memory isn't contiguous. This causes cache misses and extra page table lookups, making it the least efficient of the lot. First and foremost: Is this correct? Second: Is there an option 4 that I am missing that would be even more efficient?

    Read the article

  • Check if an object is facing another based on angles

    - by Isaiah
    I already have something that calculates the bearing angle to get one object to face another. You give it the positions and it returns the angle to get one to face the other. Now I need to figure out how tell if on object is facing toward another object within a specified field and I can't find any information about how to do this. The objects are obj1 and obj2. Their angles are at obj1.angle and obj2.angle. Their vectors are at obj1.pos and obj2.pos. It's in the format [x,y]. The angle to have one face directly at another is found with direction(obj1.pos,obj2.pos). I want to set the function up like this: isfacing(obj1,obj2,area){...} and return true/false depending if it's in the specified field area to the angle to directly see it. I've got a base like this: var isfacing = function (obj1,obj2,area){ var toface = direction(obj1.pos,obj2.pos); if(toface+area >= obj1.angle && ob1.angle >= toface-area){ return true; } return false; } But my problem is that the angles are in 360 degrees, never above 360 and never below 0. How can I account for that in this? If the first object's angle is say at 0 and say I subtract a field area of 20 or so. It'll check if it's less than -20! If I fix the -20 it becomes 340 but x < 340 isn't what I want, I'd have to x 340 in that case. Is there someone out there with more sleep than I that can help a new dev pulling an all-nighter just to get enemies to know if they're attacking in the right direction? I hope I'm making this harder than it seems. I'd just make them always face the main char if the producer didn't want attacks from behind to work while blocking. In which case I'll need the function above anyways. I've tried to give as much info as I can think would help. Also this is in 2d.

    Read the article

  • efficient collision detection - tile based html5/javascript game

    - by Tom Burman
    Im building a basic rpg game and onto collisions/pickups etc now. Its tile based and im using html5 and javascript. i use a 2d array to create my tilemap. Im currently using a switch statement for whatever key has been pressed to move the player, inside the switch statement. I have if statements to stop the player going off the edge of the map and viewport and also if they player is about to land on a tile with tileID 3 then the player stops. Here is the statement: canvas.addEventListener('keydown', function(e) { console.log(e); var key = null; switch (e.which) { case 37: // Left if (playerX > 0) { playerX--; } if(board[playerX][playerY] == 3){ playerX++; } break; case 38: // Up if (playerY > 0) playerY--; if(board[playerX][playerY] == 3){ playerY++; } break; case 39: // Right if (playerX < worldWidth) { playerX++; } if(board[playerX][playerY] == 3){ playerX--; } break; case 40: // Down if (playerY < worldHeight) playerY++; if(board[playerX][playerY] == 3){ playerY--; } break; } viewX = playerX - Math.floor(0.5 * viewWidth); if (viewX < 0) viewX = 0; if (viewX+viewWidth > worldWidth) viewX = worldWidth - viewWidth; viewY = playerY - Math.floor(0.5 * viewHeight); if (viewY < 0) viewY = 0; if (viewY+viewHeight > worldHeight) viewY = worldHeight - viewHeight; }, false); My question is, is there a more efficient way of handling collisions, then loads of if statements for each key? The reason i ask is because i plan on having many items that the player will need to be able to pickup or not walk through like walls cliffs etc. Thanks for your time and help Tom

    Read the article

  • Cursor running wild, then crashes on an Asus G73sw

    - by Yarchmon
    The cursor sometimes goes wild, I get random clicks, the windows are resizing, the cursor disappears. In the worst case, clicks and keyboards are disabled. I've tried the solution given on doc.ubuntu-fr.org and add tu grub : i8042.nomux=1 i8042.reset=1 in GRUB_CMDLINE_LINUX_DEFAULT But it didn't work What can I do ? Graphic card : Geforce GTX460M. Ubuntu : 11.10 (64 bits). Laptop Asus G73sw Interface : Unity (since 11.10) - didn't get this problem with Gnome before. Complement: when a window is resizing, it gets drag-boxes at every corner, center of sides and center of the window. It looks like my touchpad sends random info, or like a "ghost" touchscreen. lspci result : 00:00.0 Host bridge: Intel Corporation 2nd Generation Core Processor Family DRAM Controller (rev 09) 00:01.0 PCI bridge: Intel Corporation Xeon E3-1200/2nd Generation Core Processor Family PCI Express Root Port (rev 09) 00:16.0 Communication controller: Intel Corporation 6 Series/C200 Series Chipset Family MEI Controller #1 (rev 04) 00:1a.0 USB Controller: Intel Corporation 6 Series/C200 Series Chipset Family USB Enhanced Host Controller #2 (rev 05) 00:1b.0 Audio device: Intel Corporation 6 Series/C200 Series Chipset Family High Definition Audio Controller (rev 05) 00:1c.0 PCI bridge: Intel Corporation 6 Series/C200 Series Chipset Family PCI Express Root Port 1 (rev b5) 00:1c.1 PCI bridge: Intel Corporation 6 Series/C200 Series Chipset Family PCI Express Root Port 2 (rev b5) 00:1c.3 PCI bridge: Intel Corporation 6 Series/C200 Series Chipset Family PCI Express Root Port 4 (rev b5) 00:1c.5 PCI bridge: Intel Corporation 6 Series/C200 Series Chipset Family PCI Express Root Port 6 (rev b5) 00:1d.0 USB Controller: Intel Corporation 6 Series/C200 Series Chipset Family USB Enhanced Host Controller #1 (rev 05) 00:1f.0 ISA bridge: Intel Corporation HM65 Express Chipset Family LPC Controller (rev 05) 00:1f.2 SATA controller: Intel Corporation 6 Series/C200 Series Chipset Family 6 port SATA AHCI Controller (rev 05) 00:1f.3 SMBus: Intel Corporation 6 Series/C200 Series Chipset Family SMBus Controller (rev 05) 01:00.0 VGA compatible controller: nVidia Corporation GF106 [GeForce GTX 460M] (rev a1) 01:00.1 Audio device: nVidia Corporation GF106 High Definition Audio Controller (rev a1) 03:00.0 Network controller: Atheros Communications Inc. AR9285 Wireless Network Adapter (PCI-Express) (rev 01) 04:00.0 USB Controller: Fresco Logic FL1000G USB 3.0 Host Controller (rev 04) 05:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 06) Edit 01-09-12: Tried on Ubuntu 2D: the behavior is different: it's like i'm randomly clicking on the workspace switcher icon. In the worst case, it can happen several times in a minute.

    Read the article

  • Black screen on latest Nvidia Cards when starting LightDM/Ubuntu

    - by Luis Alvarado
    Today I installed an Nvidia GT440 on my computer, changing the one that existed there, an Nvidia 9500GT. After changing it I started getting a problem where the screen just went black when loading the lightdm login screen (Where I punt my user and password). The thing is, if I disconnect the VGA cable and connect it again I get to see the lightdm greeter and everything works perfect. The problem is that I have to connect/disconnect every time I reboot the PC. I tried installing the 285.xx drivers. Same problem. I removed the Nvidia drivers installed with Jockey, rebooted, same problem. I install the current 280.xx again, same problem. After all that I installed a fresh install of Ubuntu, selected to install the Nvidia drivers while installing it from the livecd. After booting the same problem appeared. Dmesg does not say anything wrong about it. Same goes for the log from Jockey. What else should I check or what to do to solve it. Just to clarify, this does not happen BEFORE the lightdm greeter appears. Am guessing before the actual use of the video card with X starts with all the 2D/3D stuff that is used in ligthdm and unity. I can use any tty and even see the Ubuntu logo when starting. UPDATE: When I open a game in fullscreen the problem appears again. I have to unplug the monitor cable and plug it back in to see the game. Then when I quit the game I have to do it again to see the desktop. UPDATE 2: Today I bought a HDMI cable, connected the video card to the TV am testing it with and it actually did log in correctly without any black screen but it shows the resolution a little over the actual size of the screen. So I see only half of the launcher since the left side of it is hidden outside of the real resolution and the top bar is beyond the resolution. So the black screen is related to the VGA connection.

    Read the article

  • Randomly generate directed graph on a grid

    - by Talon876
    I am trying to randomly generate a directed graph for the purpose of making a puzzle game similar to the ice sliding puzzles from Pokemon. This is essentially what I want to be able to randomly generate: http://bulbanews.bulbagarden.net/wiki/Crunching_the_numbers:_Graph_theory. I need to be able to limit the size of the graph in an x and y dimension. In the example given in the link, it would be restricted to an 8x4 grid. The problem I am running into is not randomly generating the graph, but randomly generating a graph, which I can properly map out in a 2d space, since I need something (like a rock) on the opposite side of a node, to make it visually make sense when you stop sliding. The problem with this is that sometimes the rock ends up in the path between two other nodes or possibly on another node itself, which causes the entire graph to become broken. After discussing the problem with a few people I know, we came to a couple of conclusions that may lead to a solution. Including the obstacles in the grid as part of the graph when constructing it. Start out with a fully filled grid and just draw a random path and delete out blocks that will make that path work. The problem then becomes figuring out which ones to delete to avoid introducing an additional, shorter path. We were also thinking a dynamic programming algorithm may be beneficial, though none of us are too skilled with creating dynamic programming algorithms from nothing. Any ideas or references about what this problem is officially called (if it's an official graph problem) would be most helpful. Here are some examples of what I have accomplished so far by just randomly placing blocks and generating the navigation graph from the chosen start/finish. The idea (as described in the previous link) is you start at the green S and want to get to the green F. You do this by moving up/down/left/right and you continue moving in the direction chosen until you hit a wall. In these pictures, grey is a wall, white is the floor, and the purple line is the minimum length from start to finish, and the black lines and grey dots represented possible paths. Here are some bad examples of randomly generated graphs: http://i.stack.imgur.com/9uaM6.png Here are some good examples of randomly generated (or hand tweaked) graphs: i.stack.imgur.com/uUGeL.png (can't post another link, sorry) I've also seemed to notice the more challenging ones when actually playing this as a puzzle are ones which have lots of high degree nodes along the minimum path.

    Read the article

  • A sample Memento pattern: Is it correct?

    - by TheSilverBullet
    Following this query on memento pattern, I have tried to put my understanding to test. Memento pattern stands for three things: Saving state of the "memento" object for its successful retrieval Saving carefully each valid "state" of the memento Encapsulating the saved states from the change inducer so that each state remains unaltered Have I achieved these three with my design? Problem This is a zero player game where the program is initialized with a particular set up of chess pawns - the knight and queen. Then program then needs to keep adding set of pawns or knights and queens so that each pawn is "safe" for the next one move of every other pawn. The condition is that either both pawns should be placed, or none of them should be placed. The chessboard with the most number of non conflicting knights and queens should be returned. Implementation I have 4 classes for this: protected ChessBoard (the Memento) private int [][] ChessBoard; public void ChessBoard(); protected void SetChessBoard(); protected void GetChessBoard(int); public Pawn This is not related to memento. It holds info about the pawns public enum PawnType: int { Empty = 0, Queen = 1, Knight = 2, } //This returns a value that shown if the pawn can be placed safely public bool IsSafeToAddPawn(PawnType); public CareTaker This corresponds to caretaker of memento This is a double dimentional integer array that keeps a track of all states. The reason for having 2D array is to keep track of how many states are stored and which state is currently active. An example: 0 -2 1 -1 2 0 - This is current state. With second index 0/ 3 1 - This state has been saved, but has been undone private int [][]State; private ChessBoard [] MChessBoard; //This gets the chessboard at the position requested and assigns it to originator public ChessBoard GetChessBoard(int); //This overwrites the chessboard at given position public void SetChessBoard(ChessBoard, int); private int [][]State; public PlayGame (This is the originator) private bool status; private ChessBoard oChessBoard; //This sets the state of chessboard at position specified public SetChessBoard(ChessBoard, int); //This gets the state of chessboard at position specified public ChessBoard GetChessBoard(int); //This function tries to place both the pawns and returns the status of this attempt public bool PlacePawns(Pawn);

    Read the article

  • Why does switching users completely hang my system every time?

    - by Stéphane
    I have a fresh install of 11.04 64bit, with 2 administrator accounts and 4 normal accounts. The 4 normal accounts (the kids' accounts) don't have passwords, they can login simply by clicking on their names. When any of the users -- either admin or normal -- tries to switch to another account by clicking in the top-right corner of the screen and selecting another user, the screen goes black and the entire system locks up. Even CTRL+ALT+F1 through F7 does nothing. This is reproducible 100% of the time on this system. I can ssh into the box when the console locks up, and by running top, I see that Xorg is consuming about 100% of the CPU. Looking at the output of "ps axfu" in bash while the system is in this "locked up" state, here is the lightdm and X process tree: USER PID %CPU %MEM VSZ RSS TTY STAT START TIME COMMAND root 1153 0.0 0.1 183508 4292 ? Ssl Dec26 0:00 lightdm root 2187 0.4 4.6 265976 164168 tty7 Ss+ 00:43 0:21 \_ /usr/bin/X :0 -auth /var/run/lightdm/root/:0 -nolisten tcp vt7 -novtswitch stephane 2612 0.0 0.3 266400 10736 ? Ssl 01:52 0:00 \_ /usr/bin/gnome-session --session=ubuntu stephane 2650 0.0 0.0 12264 276 ? Ss 01:52 0:00 | \_ /usr/bin/ssh-agent /usr/bin/dbus-launch --exit-with-session /usr/bin/gnome-session --session=ubuntu stephane 2703 0.8 3.0 562068 106548 ? Sl 01:52 0:08 | \_ compiz stephane 2801 0.0 0.0 4264 584 ? Ss 01:52 0:00 | | \_ /bin/sh -c /usr/bin/compiz-decorator stephane 2802 0.0 0.3 265744 13772 ? Sl 01:52 0:00 | | \_ /usr/bin/unity-window-decorator ...cut... root 3024 80.6 0.3 107928 13088 tty8 Rs+ 01:53 12:34 \_ /usr/bin/X :1 -auth /var/run/lightdm/root/:1 -nolisten tcp vt8 -novtswitch That last process, pid #3024 in this case, is what has the CPU pegged. In case it matters (I suspect it might) here is what I think may be the relevant information for my video card, taken from /var/log/Xorg.0.log: [ 3392.653] (II) Loading /usr/lib/x86_64-linux-gnu/xorg/extra-modules/extra-modules.dpkg-tmp/modules/extensions/libglx.so [ 3392.653] (II) Module glx: vendor="FireGL - AMD Technologies Inc." [ 3392.653] compiled for 6.9.0, module version = 1.0.0 ... [ 3392.655] (II) LoadModule: "fglrx" [ 3392.655] (II) Loading /usr/lib/x86_64-linux-gnu/xorg/extra-modules/extra-modules.dpkg-tmp/modules/drivers/fglrx_drv.so [ 3392.672] (II) Module fglrx: vendor="FireGL - ATI Technologies Inc." [ 3392.672] compiled for 1.4.99.906, module version = 8.88.7 [ 3392.672] Module class: X.Org Video Driver ... [ 3392.759] (==) fglrx(0): ATI 2D Acceleration Architecture enabled [ 3392.759] (--) fglrx(0): Chipset: "AMD Radeon HD 6410D" (Chipset = 0x9644) Lastly: I did see this posting: Change user on 11.10 hangs system ...but I checked, and the libpam-smbpass package isn't installed on this system.

    Read the article

< Previous Page | 331 332 333 334 335 336 337 338 339 340 341 342  | Next Page >