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  • How do I prevent my platformer's character from clipping on wall tiles?

    - by Jonathan Hobbs
    Currently, I have a platformer with tiles for terrain (graphics borrowed from Cave Story). The game is written from scratch using XNA, so I'm not using an existing engine or physics engine. The tile collisions are described pretty much exactly as described in this answer (with simple SAT for rectangles and circles), and everything works fine. Except when the player runs into a wall whilst falling/jumping. In that case, they'll catch on a tile and begin thinking they've hit a floor or ceiling that isn't actually there. The player is moving right and falling downwards. So after movement, collisions are checked - and first, it turns out the player character is colliding with the tile 3rd from the floor, and pushed upwards. Second, he's found to be colliding with the tile beside him, and pushed sideways - the end result being the player character thinks he's on the ground and isn't falling, and 'catches' on the tile for as long as he's running into it. I could solve this by defining the tiles from top to bottom instead, which makes him fall smoothly, but then the inverse case happens and he'll hit a ceiling that isn't there when jumping upwards against the wall. How should I approach resolving this, so that the player character can just fall along the wall as it should?

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  • Approach for developing software that will need to be ported to multiple mobile platforms in the future

    - by Jonathan Henson
    I am currently doing the preliminary design for a new product my company will be pushing out soon. We will start on Android, but then we will need to quickly develop the IPhone, IPad.... and then the Windows 8 ports of the application. Basically the only code that wouldn't be reusable is the view specific code and the multimedia functions. This will be an SIP client (of course the user of the app will not know this) with several bells and whistles for our own business specific purposes. My initial thought is to develop all of the engine in C and provide a nice API for the C library since JAVA and .NET will allow native invoking, and I should just be able to directly link to the C lib in objective-C. Is there a better approach for vast code reuse which also remains close to the native platform? I.e. I don't want dependencies such as Mono-droid and the like or complicated interpreter/translator schemes. I don't mind re-coding the view(s) for each platform, but I do not want to have multiple versions of the main engine. Also, if I want to have some good abstraction mechanisms (like I would in say, C++) is this possible? I have read that C++ is not allowed for the IPad and Iphone devices. I would love to handle the media decoding in the C library, but I assume that this will be platform dependent so that probably will not be an option either. Any ideas here?

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  • links for 2010-06-15

    - by Bob Rhubart
    You're invited : Oracle Solaris Day, June 28th, Herzliya - Openomics How open innovation and technology adoption translates to business value, with stories from our developer support work at Sun ISV Engineering (tags: ping.fm) Edwin Biemond: Enriching and Forwarding your data with the Spring Component in SOA Suite 11g PS2 Oracle ACE Edwin Biemond describes "how easy it is to use Java in the Spring Component, how you can wire this Component to other Components, Services or References adapters." (tags: oracleace soa oracle middleware) Venkatakrishnan J: Oracle BI EE 10.1.3.4.1 - Currency Conversions & FX Translations &ndash; Part 1 "As part of the BI EE setup we need to ensure that such local currency transactions are converted to a common reporting currency," says Rittman Mead's Venkatakrishnan. (tags: oracle businessintelligence) Richard Veryard: Ecosystem SOA 2 "What are the problems of large complex sociotechnical systems?" asks Rich Veryard?  "How far do SOA and enterprise architecture help to address this problem space, and what else might we need?" (tags: soa entarch) Khanderao Kand: Oracle BPM Suite .. unified engine.. "This Suite is based on unified process foundation of Oracle Business Process Management Suite 11g . It has the same engine that executes both BPEL and BPMN processes, " says Kand.  (tags: bpel soa bpm oracle) Webcast: Revealing the Secrets that will Re-Energize your Services Strategies  Oracle's Peter Heller and Robert Covington discuss how to overcome the many unforeseen technical and organizational barriers in order to meet the high expectations of dynamic business requirements in this live webcast, July 14, 2010, 9:00 AM PDT / Noon EDT (tags: entarch oracle webcast)

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  • New Feature! Automatic Categories for Geekswithblogs.net

    - by Jeff Julian
    One of the features we have been working on is a way to categorize posts without the need of all our bloggers getting on the same page with what categories we have and making them select the categories.  Johnny Kauffman, one of our team members at AJI Software, developed what we call the Sherlock Project over the past few months.  Sherlock is a category suggestion engine based on the content within the posts.  Now, after a post is published, Sherlock will investigate the content and come up with the suggested categories that content fits in.  This will now allow you to go to the specific topics you are interested in and see all the related posts. This is just the beginning, so many more opportunities will arise now that we have our content organized.  One of the first features I will be adding is RSS feeds for each category and sub category.  If you are into ALM, we will have a feed for that! I hope you enjoy these and the engine will continue to get better as we start testing the data.  I hope you are as excited about this as I am :D.  Technorati Tags: Geekswithblogs.net,Categories,Sherlock

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  • Submitting software to a competition, it becomes their property?

    - by myrkos
    So I'm about to submit a game to a competition, but as I looked through the rules a chunk grabbed my attention: All Entries become the sole and exclusive property of Sponsor and will not be acknowledged or returned. Sponsor shall own all right, title and interest in and to each Entry, including without limitation all results and proceeds thereof and all elements or constituent parts of Entry (including without limitation the Mobile App, the Design Documents, the Video Trailer, the Playable and all illustrations, logos, mechanicals, renderings, characters, graphics, designs, layouts or other material therein) and all copyrights and renewals and extensions of copyrights therein and thereto. Without limitation of the foregoing, each Eligible Entrant shall and hereby does absolutely and irrevocably assign and transfer all of his or her right, title and interest in his or her Entry to Sponsor, and Sponsor shall have the right and may authorize others to use, copy, sublicense, transmit, modify, manipulate, publish, delete, reproduce, perform, distribute, display and otherwise exploit the Entry (and to create and exploit derivative works thereof) in any manner, including without limitation to embody the Entry, in whole or in part, in apps and other works of any kind or nature created, developed, published or distributed by Sponsor and to and register as a trademark in any country in Sponsor’s name any component of the Entry, without such Eligible Entrant reserving any rights or claims with respect thereto. Sponsor shall have the exclusive right, in perpetuity, throughout the Territory to change, adapt, modify, use, combine with other material and otherwise exploit the Entry in all media now known or hereafter devised and in any manner, in its sole and absolute discretion, without the need for any payment or credit to Entrant. So the game will become the sponsor's property; however, they don't ask for source code. So will I still own the rights to the source code, whatever that means? And if it doesn't win said competition, will I be able to publish it myself without their trademarks? I am very new to software legality stuff, so I would appreciate any clarification. Since there's a possibility I won't even own the source, is it possible to make the game core engine open source software with a not-very-restrictive license and include that in the project, so I at least still own the game engine? Or does it not work that way?

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  • What kind of physics to choose for our arcade 3D MMO?

    - by Nick
    We're creating an action MMO using Three.js (WebGL) with an arcadish feel, and implementing physics for it has been a pain in the butt. Our game has a terrain where the character will walk on, and in the future 3D objects (a house, a tree, etc) that will have collisions. In terms of complexity, the physics engine should be like World of Warcraft. We don't need friction, bouncing behaviour or anything more complex like joints, etc. Just gravity. I have managed to implement terrain physics so far by casting a ray downwards, but it does not take into account possible 3D objects. Note that these 3D objects need to have convex collisions, so our artists create a 3D house and the player can walk inside but can't walk through the walls. How do I implement proper collision detection with 3D objects like in World of Warcraft? Do I need an advanced physics engine? I read about Physijs which looks cool, but I fear that it may be overkill to implement that for our game. Also, how does WoW do it? Do they have a separate raycasting system for the terrain? Or do they treat the terrain like any other convex mesh? A screenshot of our game so far:

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  • Demantra Implementation Tip Windows and Unix or Linux

    - by user702295
    Hello!  Are you implementing using a third party or consulting resources?   Recently we have seen some cases where customers no longer have a windows installation.  After the initial install and configuration, once the instance has gone live, the windows install is either deleted or most likely no longer with the customer as the same was installed on the implementers' laptop to start with. As a result when support comes back requesting the customer to apply a patch and/or upgrade they do not have a windows installation.  This has started happening after Oracle Demantra gave them the option to configure the engine on Unix.  Workaround: It is advisable that the customer keep their Windows installation intact for further patching and/or upgrade.  It is aslo possible that the implementer had installed Demantra on his Windows box and you do not have access to it any more.  It is possible that with the web and engine on Unix, and the silent installer having downloaded all the executable for Business Modeler, to work on the User's client machine, you may no longer need the windows install. I have not tested the above 

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  • Data classes: getters and setters or different method design

    - by Frog
    I've been trying to design an interface for a data class I'm writing. This class stores styles for characters, for example whether the character is bold, italic or underlined. But also the font-size and the font-family. So it has different types of member variables. The easiest way to implement this would be to add getters and setters for every member variable, but this just feels wrong to me. It feels way more logical (and more OOP) to call style.format(BOLD, true) instead of style.setBold(true). So to use logical methods insteads of getters/setters. But I am facing two problems while implementing these methods: I would need a big switch statement with all member variables, since you can't access a variable by the contents of a string in C++. Moreover, you can't overload by return type, which means you can't write one getter like style.getFormatting(BOLD) (I know there are some tricks to do this, but these don't allow for parameters, which I would obviously need). However, if I would implement getters and setters, there are also issues. I would have to duplicate quite some code because styles can also have a parent styles, which means the getters have to look not only at the member variables of this style, but also at the variables of the parent styles. Because I wasn't able to figure out how to do this, I decided to ask a question a couple of weeks ago. See Object Oriented Programming: getters/setters or logical names. But in that question I didn't stress it would be just a data object and that I'm not making a text rendering engine, which was the reason one of the people that answered suggested I ask another question while making that clear (because his solution, the decorator pattern, isn't suitable for my problem). So please note that I'm not creating my own text rendering engine, I just use these classes to store data. Because I still haven't been able to find a solution to this problem I'd like to ask this question again: how would you design a styles class like this? And why would you do that? Thanks on forehand!

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  • FILESTREAM in SQL Server 2008 R2

    - by CatherineRussell
    Much data is unstructured, such as text documents, images, and videos. This unstructured data is often stored outside the database, separate from its structured data. This separation can cause data management complexities. Or, if the data is associated with structured storage, the file streaming capabilities and performance can be limited. FILESTREAM integrates the SQL Server Database Engine with an NTFS file system by storing varbinary(max) binary large object (BLOB) data as files on the file system. Transact-SQL statements can insert, update, query, search, and back up FILESTREAM data. Win32 file system interfaces provide streaming access to the data. FILESTREAM uses the NT system cache for caching file data. This helps reduce any effect that FILESTREAM data might have on Database Engine performance. The SQL Server buffer pool is not used; therefore, this memory is available for query processing. FILESTREAM data is not encrypted even when transparent data encryption is enabled. To read more, go to: http://technet.microsoft.com/en-us/library/bb933993.aspx

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  • I am looking to create realistic car movement using vectors

    - by bobthemac
    I have goggled how to do this and found this http://www.helixsoft.nl/articles/circle/sincos.htm I have had a go at it but most of the functions that were showed didn't work I just got errors because they didn't exist. I have looked at the cos and sin functions but don't understand how to use them or how to get the car movement working correctly using vectors. I have no code because I am not sure what to do sorry. Any help is appreciated. EDIT: I have restrictions that I must use the TL engine for my game, I am not allowed to add any sort of physics engine. It must be programmed in c++. Here is a sample of what i got from trying to follow what was done in the link I provided. if(myEngine->KeyHeld(Key_W)) { length += carSpeedIncrement; } if(myEngine->KeyHeld(Key_S)) { length -= carSpeedIncrement; } if(myEngine->KeyHeld(Key_A)) { angle -= carSpeedIncrement; } if(myEngine->KeyHeld(Key_D)) { angle += carSpeedIncrement; } carVolocityX = cos(angle); carVolocityZ = cos(angle); car->MoveX(carVolocityX * frameTime); car->MoveZ(carVolocityZ * frameTime);

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  • Any algorithm to dedicate a set of known resources to a set of known requirements (scheduling)

    - by Saeed Neamati
    I'm developing an application to help school principals in dedicating teachers to classes and courses over the hours of a week (scheduling). The scenario is roughly something like this: User enters the list of teachers and their free times into the system User enters the list of courses for this semester User enters the list of available classes into the system Well, up to here, there is no big deal. Just simple CRUD operations and nothing extraordinary. However, now what makes this system useful is that the application should automatically and based on an algorithm create the semester scheduling. I think you've got the main idea here. For example application should suggest that teacher A should go to class 1 for mathematics, and at the same time teacher B should go to class 2 for physics. This way all of the classes would be dedicated to lessons and teacher times won't overlap each other. Piece a cake for school principal. However, I can't find a good algorithm for this resource dedication. I mean it seems hard to me. Searching Google resulted in articles from different websites, but they are of no help and use to me. For example: http://en.wikipedia.org/wiki/Resource_allocation or http://en.wikipedia.org/wiki/Scheduling_(production_processes) Is there any algorithm out there, or any application or engine which can help me here? Does this requirements have a known name, like for example time scheduling engine? Any help would be appreciated.

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  • Tiled Editor: How is this Map Handling Collision?

    - by user2736286
    BrowserQuest map in question. From what I understand, with tiled, there are two main ways to specify collision: Create an object layer, and interpret the shapes in the engine as collision objects. Create a tiled layer, and make all tiles in the layer have a collision property, and interpret all tiles in the layer as collision objects. I'm using BrowserQuest as a big source of inspiration for my project, and I want to know how they handled collision on the level editing side. I've checked through all their layers, expecting an object layer to be handling cliff collision like: But there are no such object layers to be found. Furthermore, the tile layers containing the tiles for such cliffs have no properties at all, meaning that they didn't just specify "collision" for such tile layers. I especially need to know how they handled less rectangular shapes like: I could imagine that they are not using explicit collision layers, but instead determining collision in the actual engine, based off the presence of specific tile layer sprites. Only because BrowserQuest has whole-tile movement, and it wouldn't look too odd if a small apple, taking up only a fraction of the tile size, prevents movement over that entire tile. But I'm creating a game with more precise movement, so collision has to be tight to the apple, and I really want to know how BrowserQuest approached collision defining. If anyone knowledgeable with Tiled could take a quick look at the map, I'd appreciate it! I'm tearing my hair out here :). Thanks

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  • canvas tile grid, hover effects, single tilesheet, etc

    - by user121730
    I'm currently in the process of building both the client and server side of an html5, canvas, and WebSocket game. This is what I have thus far for the client: http://jsfiddle.net/dDmTf/7/ Current obstacles The hover effect has no idea what to put back after the mouse leaves. Currently it's just drawing a "void" tile, but I can't figure out how to redraw a single tile without redrawing the whole map. How would I go about storing multiple layers within the map variable? I was considering just using a multi-dimensional array for each layer (similar to what you see as the current array), and just iterating through it, but is that really an efficient way of doing it? Side note The tile sheet being used for the jsfiddle display is only for development. I'll be replacing it as things progress in the engine. I hope you can help! Hopefully you guys can help me, I've been struggling to get through things, since I'm learning how things kind of stuff works as I go. If you guys have any pointers for my JavaScript, feel free. As I'm more or less learning advanced usage as I go, I'm sure I'm doing plenty of things wrong. Note: I will continue to update this post as the engine improves, but updating the jsfiddle link and updating the obstacles list by striking things that have been solved, or adding additions. Thanks!

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  • Web application interacts bi-directional with server program?

    - by Roelof Berkepeis
    I want to write a web application to play chess against the engine Crafty. I'm not new to PHP and javascript, but must learn how to interact with a server process : how can a web application and/or (jQuery) ajax interact bi-directionally with a (linux) program running on the server? At this moment i am developing on (Apache) local host. Crafty is installed on my Ubuntu PC. This well-known chess engine has no GUI, it runs in terminal by the command $ /usr/games/crafty and so you can play chess against it and even see it's calculations. I can make Crafty run by PHP, using the functions proc_open() or exec(), and most documentation i found states that the output stream should be a file .. But i think i don't want such setup, because then the webpage should be constanty polling that file (eg. by ajax) to see if some new data was appended, right? How can Crafty talk to the web page directly, saying "i have calculated another variation" or "i have decided a move" etc, then display this info on the web page and let the user give some counter move, just like in terminal. Isn't it possible to use some session / stream / listener? I have no clue at all, can anybody point me in a right direction?

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  • Particle trajectory smoothing: where to do the simulation?

    - by nkint
    I have a particle system in which I have particles that are moving to a target and the new targets are received via network. The list of new target are some noisy coordinates of a moving target stored in the server that I want to smooth in the client. For doing the smoothing and the particle I wrote a simple particle engine with standard euler integration model. So, my pseudo code is something like that: # pseudo code class Particle: def update(): # do euler motion model integration: # if the distance to the target is more than a limit # add a new force to the accelleration # seeking the target, # and add the accelleration to velocity # and velocity to the position positionHistory.push_back(position); if history.length > historySize : history.pop_front() class ParticleEngine: particleById = dict() # an associative array # where the keys are the id # and particle istances are sotred as values # this method is called each time a new tcp packet is received and parsed def setNetTarget(int id, Vec2D new_target): particleById[id].setNewTarget(new_target) # this method is called each new frame def draw(): for p in particleById.values: p.update() beginVertex(LINE_STRIP) for v in p.positionHistory: vertex(v.x, v.y) endVertex() The new target that are arriving are noisy but setting some accelleration/velocity parameters let the particle to have a smoothed trajectories. But if a particle trajectory is a circle after a while the particle position converge to the center (a normal behaviour of euler integration model). So I decided to change the simulation and use some other interpolation (spline?) or smooth method (kalman filter?) between the targets. Something like: switch( INTERPOLATION_MODEL ): case EULER_MOTION: ... case HERMITE_INTERPOLATION: ... case SPLINE_INTERPOLATION: ... case KALMAN_FILTER_SMOOTHING: ... Now my question: where to write the motion simulation / trajectory interpolation? In the Particle? So I will have some Particle subclass like ParticleEuler, ParticleSpline, ParticleKalman, etc..? Or in the particle engine?

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  • What is the breakdown of jobs in game development?

    - by Destry Ullrich
    There's a project I'm trying to start for Indie Game Development; specifically, it's going to be a social networking website that lets developers meet through (It's a secret). One of the key components is showing what skills members have. Question: I need to know what MAJOR game development roles are not represented in the following list, keeping in mind that many specialist roles are being condensed into more broad, generalist roles: Art Animator (Characters, creatures, props, etc.) Concept Artist (2D scenes, environments, props, silhouettes, etc.) Technical Artist (UI artists, typefaces, graphic designers, etc.) 3D Artist (Modeling, rigging, texture, lighting, etc.) Audio Composer (Scores, music, etc.) Sound Engineer (SFX, mood setting, audio implementation, etc.) Voice (Dialog, acting, etc.) Design Creative Director (Initial direction, team management, communications, etc.) Gameplay Designer (Systems, mechanics, control mapping, etc.) World Designer (Level design, aesthetics, game progression, events, etc.) Writer (Story, mythos, dialog, flavor text, etc.) Programming Engine Programming (Engine creation, scripting, physics, etc.) Graphics Engineer (Sprites, lighting, GUI, etc.) Network Engineer (LAN, multiplayer, server support, etc.) Technical Director (I don't know what a technical director would even do.) Post Script: I have an art background, so i'm not familiar with what the others behind game creation actually do. What's missing from this list, and if you feel some things should be changed around how so?

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  • How to perform game object smoothing in multiplayer games

    - by spaceOwl
    We're developing an infrastructure to support multiplayer games for our game engine. In simple terms, each client (player) engine sends some pieces of data regarding the relevant game objects at a given time interval. On the receiving end, we step the incoming data to current time (to compensate for latency), followed by a smoothing step (which is the subject of this question). I was wondering how smoothing should be performed ? Currently the algorithm is similar to this: Receive incoming state for an object (position, velocity, acceleration, rotation, custom data like visual properties, etc). Calculate a diff between local object position and the position we have after previous prediction steps. If diff doesn't exceed some threshold value, start a smoothing step: Mark the object's CURRENT POSITION and the TARGET POSITION. Linear interpolate between these values for 0.3 seconds. I wonder if this scheme is any good, or if there is any other common implementation or algorithm that should be used? (For example - should i only smooth out the position? or other values, such as speed, etc) any help will be appreciated.

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  • Common way to store model transformations

    - by redreggae
    I ask myself what's the best way to store the transformations in a model class. What I came up with is to store the translation and scaling in a Vector3 and the rotation in a Matrix4. On each update (frame) I multiply the 3 matrices (first build a Translation and Scaling Matrix) to get the world matrix. In this way I have no accumulated error. world = translation * scaling * rotation Another way would be to store the rotation in a quaternion but then I would have a high cost to convert to a matrix every time step. If I lerp the model I convert the rotation matrix to quaternion and then back to matrix. For speed optimization I have a dirty flag for each transformation so that I only do a matrix multiplication if necessary. world = translation if (isScaled) { world *= scaling } if (isRotated) { world *= rotation } Is this a common way or is it more common to have only one Matrix4 for all transformations? And is it better to store the rotation only as quaternion? For info: Currently I'm building a CSS3D engine in Javascript but these questions are relevant for every 3D engine.

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

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

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  • Determining whether two fast moving objects should be submitted for a collision check

    - by dreta
    I have a basic 2D physics engine running. It's pretty much a particle engine, just uses basic shapes like AABBs and circles, so no rotation is possible. I have CCD implemented that can give accurate TOI for two fast moving objects and everything is working smoothly. My issue now is that i can't figure out how to determine whether two fast moving objects should even be checked against each other in the first place. I'm using a quad tree for spacial partitioning and for each fast moving object, i check it against objects in each cell that it passes. This works fine for determining collision with static geometry, but it means that any other fast moving object that could collide with it, but isn't in any of the cells that are checked, is never considered. The only solution to this i can think of is to either have the cells large enough and cross fingers that this is enough, or to implement some sort of a brute force algorithm. Is there a proper way of dealing with this, maybe somebody solved this issue in an efficient manner. Or maybe there's a better way of partitioning space that accounts for this?

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  • colliding btRigidBody objects behave strangely when moving slowly

    - by Piku
    I'm trying to use Bullet Physics in my iOS game. The engine appears to be correctly compiled in that the demos work fine. In my game I have the player's ship and some enemy ships. They're defined as btRigidBody objects and btCollisionObjects and I'm using btSphereShapes for collision. At 'fast' speeds, collisions appear to happen sensibly - things collide and nothing goes 'weird'. If the speeds are very slow though and the player's ship touches a non-moving object the collision happens, but then the player's ship moves at incredible speed over the next few frames and appears a long distance from where it collided - completely out of proportion to the speed it was moving before impact. To move the things around I'm using setLinearVelocity() each frame, ticking the physics engine, then using getMotionState() to update the rendering code I have. Part of the issue might be I don't quite understand how to set the correct mass or what the best speeds are to use for anything. I'm mostly sticking numbers in and seeing what happens. Should I be using Bullet in this way, and are there any guidelines for deciding on the mass of objects? (am I right in assuming that in collisions heavier objects will force lighter objects to move more)

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  • "type" Command Not Working As Expected on Git Bash

    - by trysis
    The type command, in Linux, returns the location, on the filesystem, of the given file, if it is in the current folder or the $PATH. This functionality is also available through Windows with the Git Bash command line program. The command also returns a file's location given the file without its extension (.exe, .vbs, etc.) However, I have run into what seems like a strange corner case where the file exists on the $PATH but doesn't get returned using the command. I am thinking of buying a new computer soon, so I looked up the method of transferring the license key from one computer to another, in preparation for actually doing this. The method I found mentioned the files slmgr.vbs and slui.exe, both of which reside in the C:/Windows\System32 folder, which is in my $PATH, as usual for a Windows computer. However, these two files aren't showing up when I use the type command. Also, neither gets executed when I call the files as commands without their extensions in Git Bash, and only slmgr.vbs gets executed when I call them with the extensions. Finally, slmgr.vbs is shown when listing the folder's contents in Git Bash, as well, but slui.exe isn't. I thought this might have to do with permissions, and, indeed, both files have very restrictive permissions, as you can see in the pictures below, but they both have the same permissions, which wouldn't explain why one gets executed and the other doesn't when called directly, nor why one file is listed on command line but the other isn't. C:\Windows\System32 folder, proving the files exist: File permissions for the Users and Administrators groups for the two files (they are identical): And the folder: type command and its output in Git Bash for the 2 files, plus listing the files in the folder (using grep to filter as the folder is huge), as well as listing part of the $PATH (keep in mind, for all these, that Git Bash changes the paths as they are displayed): Sean@MYPC ~ $ type -a slmgr sh.exe": type: slmgr: not found Sean@MYPC ~ $ type -a slmgr.vbs sh.exe": type: slmgr.vbs: not found Sean@MYPC ~ $ type -a slui sh.exe": type: slui: not found Sean@MYPC ~ $ type -a slui.exe sh.exe": type: slui.exe: not found Sean@MYPC ~ $ slmgr sh.exe": slmgr: command not found Sean@MYPC ~ $ slmgr.vbs /c/WINDOWS/system32/slmgr.vbs: line 2: syntax error near unexpected token `(' /c/WINDOWS/system32/slmgr.vbs: line 2: `' Copyright (c) Microsoft Corporation. A ll rights reserved.' Sean@MYPC ~ $ slui sh.exe": slui: command not found Sean@MYPC ~ $ slui.exe sh.exe": slui.exe: command not found Sean@MYPC ~ $ ls /c/Windows/System32/slui.exe /c/Windows/System32/slmgr.vbs ls: /c/Windows/System32/slui.exe: No such file or directory /c/Windows/System32/slmgr.vbs Sean@MYPC ~ $ echo $PATH /c/Users/Sean/bin:.:/usr/local/bin:/mingw/bin:/bin:/cmd:/c/Python33/:/c/Program Files (x86)/Intel/iCLS Client/:/c/Program Files/Intel/iCLS Client/:/c/WINDOWS/sy stem32:/c/WINDOWS:/c/WINDOWS/System32/Wbem:/c/WINDOWS/System32/WindowsPowerShell /v1.0/:/c/Program Files/Intel/Intel(R) Management Engine Components/DAL:/c/Progr am Files/Intel/Intel(R) Management Engine Components/IPT:/c/Program Files (x86)/ Intel/Intel(R) Management Engine Components/DAL:/c/Program Files (x86)/Intel/Int el(R) Management Engine Components/IPT:/c/Program Files/Intel/WiFi/bin/:/c/Progr am Files/Common Files/Intel/WirelessCommon/:/c/strawberry/c/bin:/c/strawberry/pe rl/site/bin:/c/strawberry/perl/bin:/c/Program Files (x86)/Microsoft ASP.NET/ASP. NET Web Pages/v1.0/:/c/Program Files/Microsoft SQL Server/110/Tools/Binn/:/c/Pro gram Files (x86)/Microsoft SQL Server/90/Tools/binn/:/c/Program Files (x86)/Open AFS/Common:/c/HashiCorp/Vagrant/bin:/c/Program Files (x86)/Windows Kits/8.1/Wind ows Performance Toolkit/:/c/Program Files/nodejs/:/c/Program Files (x86)/Git/cmd :/c/Program Files (x86)/Git/bin:/c/Program Files/Microsoft/Web Platform Installe r/:/c/Ruby200-x64/bin:/c/Users/Sean/AppData/Local/Box/Box Edit/:/c/Program Files (x86)/SSH Communications Security/SSH Secure Shell:/c/Users/Sean/Documents/Lisp :/c/Program Files/GCL-2.6.1/lib/gcl-2.6.1/unixport:/c/Chocolatey/bin:/c/Users/Se an/AppData/Roaming/npm:/c/wamp/bin/mysql/mysql5.6.12/bin:/c/Program Files/Oracle /VirtualBox:/c/Program Files/Java/jdk1.7.0_51/bin:/c/Program Files/Node-Growl:/c /chocolatey/bin:/c/Program Files/eclipse:/c/MongoDB/bin:/c/Program Files/7-Zip:/ c/Program Files (x86)/Google/Chrome/Application:/c/Program Files (x86)/LibreOffi ce 4/program:/c/Program Files (x86)/OpenOffice 4/program What's happening? Why aren't these files listed with the type command? Is this issue because of weird Windows permissions, or something even weirder? If permissions, why do they seem to have the same permissions, yet both are not handled in the same way?

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  • Tomcat v7.0 failed to start on Eclipse

    - by Questions
    Whenever I am running a program on Eclipse, my tomcat is failing to start. I get a dialog box stating this message Server Tomcat v7.0 Server at localhost failed to start. In the console, I am getting this messages Nov 17, 2011 11:56:04 AM org.apache.catalina.core.AprLifecycleListener init INFO: The APR based Apache Tomcat Native library which allows optimal performance in production environments was not found on the java.library.path: C:\Program Files\Java\jre6\bin;C:\WINDOWS\Sun\Java\bin;C:\WINDOWS\system32;C:\WINDOWS;C:/Program Files/Java/jre6/bin/client;C:/Program Files/Java/jre6/bin;C:/Program Files/Java/jre6/lib/i386;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\Program Files\Intel\WiFi\bin\;C:\Program Files\Java\jdk1.6.0_01\bin;C:\Program Files\Java\jre1.6.0_01\bin;C:\ILOG\CPLEX_Studio_Preview122\opl\bin\x86_win32;C:\ILOG\CPLEX_Studio_Preview122\opl\oplide\;C:\ILOG\CPLEX_Studio_Preview122\cplex\bin\x86_win32;C:\ILOG\CPLEX_Studio_Preview122\cpoptimizer\bin\x86_win32;;D:\JSP_Setup\eclipse-jee-helios-SR2-win32\eclipse;;. Nov 17, 2011 11:56:04 AM org.apache.tomcat.util.digester.SetPropertiesRule begin WARNING: [SetPropertiesRule]{Server/Service/Engine/Host/Context} Setting property 'source' to 'org.eclipse.jst.jee.server:servletConfigTest' did not find a matching property. Nov 17, 2011 11:56:04 AM org.apache.tomcat.util.digester.SetPropertiesRule begin WARNING: [SetPropertiesRule]{Server/Service/Engine/Host/Context} Setting property 'source' to 'org.eclipse.jst.jee.server:BeerAdvice3' did not find a matching property. Nov 17, 2011 11:56:04 AM org.apache.tomcat.util.digester.SetPropertiesRule begin WARNING: [SetPropertiesRule]{Server/Service/Engine/Host/Context} Setting property 'source' to 'org.eclipse.jst.jee.server:BeerAdvice1' did not find a matching property. Nov 17, 2011 11:56:05 AM org.apache.coyote.http11.Http11Protocol init INFO: Initializing Coyote HTTP/1.1 on http-8080 Nov 17, 2011 11:56:05 AM org.apache.coyote.ajp.AjpProtocol init INFO: Initializing Coyote AJP/1.3 on ajp-8009 Nov 17, 2011 11:56:05 AM org.apache.catalina.startup.Catalina load INFO: Initialization processed in 682 ms Nov 17, 2011 11:56:05 AM org.apache.catalina.core.StandardService startInternal INFO: Starting service Catalina Nov 17, 2011 11:56:05 AM org.apache.catalina.core.StandardEngine startInternal INFO: Starting Servlet Engine: Apache Tomcat/7.0.2 java.lang.reflect.InvocationTargetException at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at org.apache.catalina.startup.Bootstrap.start(Bootstrap.java:288) at org.apache.catalina.startup.Bootstrap.main(Bootstrap.java:415) Caused by: java.lang.IllegalArgumentException: Invalid <url-pattern> entry_checking in servlet mapping at org.apache.catalina.core.StandardContext.addServletMapping(StandardContext.java:2823) at org.apache.catalina.core.StandardContext.addServletMapping(StandardContext.java:2799) at org.apache.catalina.deploy.WebXml.configureContext(WebXml.java:1278) at org.apache.catalina.startup.ContextConfig.webConfig(ContextConfig.java:1255) at org.apache.catalina.startup.ContextConfig.configureStart(ContextConfig.java:878) at org.apache.catalina.startup.ContextConfig.lifecycleEvent(ContextConfig.java:313) at org.apache.catalina.util.LifecycleSupport.fireLifecycleEvent(LifecycleSupport.java:119) at org.apache.catalina.util.LifecycleBase.fireLifecycleEvent(LifecycleBase.java:89) at org.apache.catalina.core.StandardContext.startInternal(StandardContext.java:4667) at org.apache.catalina.util.LifecycleBase.start(LifecycleBase.java:139) at org.apache.catalina.core.ContainerBase.startInternal(ContainerBase.java:988) at org.apache.catalina.core.StandardHost.startInternal(StandardHost.java:771) at org.apache.catalina.util.LifecycleBase.start(LifecycleBase.java:139) at org.apache.catalina.core.ContainerBase.startInternal(ContainerBase.java:988) at org.apache.catalina.core.StandardEngine.startInternal(StandardEngine.java:275) at org.apache.catalina.util.LifecycleBase.start(LifecycleBase.java:139) at org.apache.catalina.core.StandardService.startInternal(StandardService.java:427) at org.apache.catalina.util.LifecycleBase.start(LifecycleBase.java:139) at org.apache.catalina.core.StandardServer.startInternal(StandardServer.java:649) at org.apache.catalina.util.LifecycleBase.start(LifecycleBase.java:139) at org.apache.catalina.startup.Catalina.start(Catalina.java:585) ... 6 more I had run the code previously, but now it is giving this problems. Also, I went through this post http://forums.opensuse.org/applications/391114-tomcat6-eclipse-not-working.html But is not helping me. Please help at the earliest.

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  • Exclamation Marks in a Query SQL

    - by mikeabyss
    I'm reading over this query, and I came upon a line where I don't understand heres the line [FETT List]![FETT Search] FETT List is a table And FETT Search is a column in FETT List Can someone explain what the exclamation mark means? Thanks

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  • jqGrid filtering on the client-side using "filterToolbar"

    - by cosminaru
    Hi guys, I have to add filtering to a jqGrid that is completely managed on the client side (data is only loaded once from the server). I need to use filterToolbar in order to filter the grid data, but couldn't find info if there is a default search mechanism on the client side. Is a server-side search the only way to do this? Thanks, Cosmin

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