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  • help with synclient configuration on an ASUS touchpad

    - by yohbs
    I have recently installed Ubuntu 12.04 on my brand new ASUS K55V. The touchpad behaves weird - two finger tap is interpreted as right-click, click and drag is not working (a double click is needed) and so on. Two finger scrolling (horizontal & vertical) works great. I want the touch pad to behave the "normal" way (that is - like in my old laptop...). I read the synclient documentation and many of the questions posted here, and I can even make some stuff work. Unfortunately, I couldn't figure out how to make these work: Click and drag (that is - physically clicking the button and dragging a finger) Clicking in the right side of the button interpreted as right-click Clicking button with two fingers interpreted as middle-click. specs: The touchpad is equipped with a physical button that clicks. Here's the output of xinput list-props "ETPS/2 Elantech Touchpad" | grep Capabilities: Synaptics Capabilities (294): 1, 0, 1, 1, 1, 1, 1 Any help will be much appreciated.

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  • Customizing Google Sites look and feel

    - by David Parunakian
    I find the site layout and theming capabilities in Google Sites (found in the Manage Site screen) very limited; for instance, I do not seem to be able to place the horizontal navigation buttons directly to the right of the logo and to customize their style, as well as to use the standard trick of making a horizontally stretchable background image of a box with rounded corners by splitting it into three parts and replicating the middle one, etc. Am I missing something? Are there any advanced settings available? Thanks.

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  • apportcheckresume recurring error and gnome shell fixations

    - by feedyourhead
    Since installing Ubuntu 12.10 Gnome remix I encounter systemm's unpredictable and unwanted behavior. Almost after each resume from suspend (or even after unlocking the screen after it goes blank) I get apportcheckresume error and message "Ubuntu 12.10 has encountered an internal error".Many times the system event wont resume and I need to restart it. Other times log in screen is not visible, the screen is blank and i have to write my password "in blanco". Sometimes additional thing also happens - textures get messed up and background and windows get distorted by horizontal lines Sorry I can't localize the log file for the errors. My system specification: Ubuntu 12.10 3.5.0-19-generic Gnome 3.6 Thinkpad T400 Graphics Mobile Intel® GM45 Express Chipset Intel® Core™2 Duo CPU P8600

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  • How to properly render a Frame Buffer to the BackBuffer in Stage3D / AGAL

    - by bigp
    After doing a render pass with RenderToTarget (RTT), how do you properly render that texture buffer to the screen while maintaining original scale / proportions so it doesn't stretch or lose quality? Can an AGAL VertexShader & FragmentShader be written so it's adaptable to any Texture size and Viewport dimensions? I find I'm getting some "blocky" effects in some of my first attempts at "ping-ponging" between two Texture buffers (to create trailing effects). Perhaps I'm not using the UVs correctly between the rendering-to-target and/or the backbuffer? Is there a simpler way just to "splash" the texture on the backbuffer, or is a Quad absolutely necessary (4 vertices, 2 triangles)? If it needs the Quad, should the Texture buffer be fully drawn (0.0 to 1.0 for vertical and horizontal UVs), or only a percentage of it should, like the example below? Texture Buffer U: 0.0 to viewport.width/texturebuffer.width; Texture Buffer V: 0.0 to viewport.height/texturebuffer.height; Thanks!

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  • Codeblocks gui problems [closed]

    - by foobar
    I'm having problems with Code::Blocks 10.05 my os specs: Ubuntu 11.04 - fresh install gtk theme: Ambiance Unity The actual problem (don't mind the code nor the errors) the most visible one - stripes As I scroll down the code, the horizontal stripes start to show up. I think it's some problem with the screen updating, because when I force it to update (for example by selecting the text or invocating the contextual menu by pressing the right mouse button), the stripes disappear. the second one - font colour bug I believe this is the Ambiance's bug because it doesn't happen in other themes. You can see it in the left panel where it says "Workspace" and in the panel at the bottom in the Build messages tab: the selected line makes the text barely readable. Is there any fix to these bugs? Thanks.

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  • Slick2D: Animation not being parsed from spritesheet correctly

    - by user2066880
    I have a 960x960 spritesheet with each tile being 192x192. I initialized my spritesheet and animation like so: spritesheet = new SpriteSheet("resources/spritesheets/player.png", 192, 192); walkingLeft = new Animation(spritesheet, 3, 0, 0, 1, true, 20, true); When I attempt to render the animation, I get a java.lang.ArrayIndexOutOfBoundsException: -1 error. This error doesn't occur when I'm creating an animation from images in the same row. Therefore, I'm assuming that the error is being caused because of the way Slick is handling horizontal scanning (going to the next row after reaching the end).

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  • 2D pathfinding - finding smooth paths

    - by Kooi Nam Ng
    I was trying to implement a simple pathfinding, but the outcome is less satisfactory than what I intended to achieve. The thing is units in games like Starcraft 2 move in all directions whereas units in my case only move in at most 8 directions (Warcraft 1 style) as these 8 directions direct to next available nodes (they move from a tile to next neighboring tile). What should I do in order to achieve the result as in Starcraft 2? Shrink the tile size? On the picture you can see a horizontal line of rock tiles being obstacles, and the found path marked as green tiles. The red line is the path I want to achieve.

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  • Sentelic Touchpad Scrolling ASUS UX31 Zenbook

    - by Noel
    The capabilities of the touchpad on the new ASUS UX31 Zenbook leave much to be desired. The touchpad works like a mouse, but no vertical or horizontal scrolling. I contacted a developer who works for Sentelic. He said: Unless driver does some non-trivial works based on coordinates output, I'm afraid that it won't have scrolling support at this moment. and Windows driver does scrolling in driver where current Linux driver doesn't have such feature, yet. Additionaly, given that the resource is quite limited at this moment, I'm afraid that there is no firm schedule for scrolling support in Linux driver. How can we get this driver to do some "non-trivial works based on coordinate output"?

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  • Reassign the Right button functionality of touchpad

    - by Guandalino
    My notebook has a touchpad with two buttons. The touchpad works pretty well and I use it for vertical/horizontal scroll, two fingers scrolling etc. The Left button acts like the left button of a mouse. The Right button too, when clicked it makes appear the classic contextual menu (create new folder, move to trash etc...). The problem is that Right button doesn't work anymore for mechanical reasons, so pressing it has no effect. To recover the missing functionality, I'd like that pressing CTRL + Left button I get the same thing of pressing the Right button alone. Other combinations (CTRL + SHIFT + Left button) are also acceptable. Any way to do that?

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  • How can I switch between fglrx and ati drivers?

    - by Santa Maradona
    Hi there, How can I switch between fglrx and ati (open source) drivers without uninstalling fglrx? The thing is I'm using FGLRX on a daily basis, because it's better for movies--OS driver displays annoying horizontal line while playing movies. FGLRX also does this, but it's less visible. That's only disadvantage of OS driver. When I want to plug in external monitor with different resolution than my laptop's LCD I have to use open source driver, because FGLRX can't display two different resolutions at the same time. I can uninstall FGLRX, but it's rather inconvenient to do this all the time. I've noticed that when I'm using FGLRX there is xorg.conf file and when I uninstall it, then the file is missing. So my question is how to switch between them? It'll be perfect if I could do this without restarting my computer either. I'm using Ubuntu 10.10, laptop/netbook MSI U250.

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  • Camera closes in on the fixed point

    - by V1ncam
    I've been trying to create a camera that is controlled by the mouse and rotates around a fixed point (read: (0,0,0)), both vertical and horizontal. This is what I've come up with: camera.Eye = Vector3.Transform(camera.Eye, Matrix.CreateRotationY(camRotYFloat)); Vector3 customAxis = new Vector3(-camera.Eye.Z, 0, camera.Eye.X); camera.Eye = Vector3.Transform(camera.Eye, Matrix.CreateFromAxisAngle(customAxis, camRotXFloat * 0.0001f)); This works quit well, except from the fact that when I 'use' the second transformation (go up and down with the mouse) the camera not only goes up and down, it also closes in on the point. It zooms in. How do I prevent this? Thanks in advance.

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  • Unity Particle System collision detection problem

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

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  • Platformer Starter Kit - Collision Issues

    - by Cyral
    I'm having trouble with my game that is based off the XNA Platformer starter kit. My game uses smaller tiles (16x16) then the original (32x40) which I'm thinking may be having an effect on collision (Being it needs to be more precise). Standing on the edge of a tile and jumping causes the player to move off the the tile when he lands. And 80% of the time, when the player lands, he goes flying though SOLID tiles in a diagonal fashion. This is very annoying as it is almost impossible to test other features, when spawning and jumping will result in the player landing in another part of the level or falling off the edge completely. The code is as follows: /// <summary> /// Updates the player's velocity and position based on input, gravity, etc. /// </summary> public void ApplyPhysics(GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; Vector2 previousPosition = Position; // Base velocity is a combination of horizontal movement control and // acceleration downward due to gravity. velocity.X += movement * MoveAcceleration * elapsed; velocity.Y = MathHelper.Clamp(velocity.Y + GravityAcceleration * elapsed, -MaxFallSpeed, MaxFallSpeed); velocity.Y = DoJump(velocity.Y, gameTime); // Apply pseudo-drag horizontally. if (IsOnGround) velocity.X *= GroundDragFactor; else velocity.X *= AirDragFactor; // Prevent the player from running faster than his top speed. velocity.X = MathHelper.Clamp(velocity.X, -MaxMoveSpeed, MaxMoveSpeed); // Apply velocity. Position += velocity * elapsed; Position = new Vector2((float)Math.Round(Position.X), (float)Math.Round(Position.Y)); // If the player is now colliding with the level, separate them. HandleCollisions(); // If the collision stopped us from moving, reset the velocity to zero. if (Position.X == previousPosition.X) velocity.X = 0; if (Position.Y == previousPosition.Y) velocity.Y = 0; } /// <summary> /// Detects and resolves all collisions between the player and his neighboring /// tiles. When a collision is detected, the player is pushed away along one /// axis to prevent overlapping. There is some special logic for the Y axis to /// handle platforms which behave differently depending on direction of movement. /// </summary> private void HandleCollisions() { // Get the player's bounding rectangle and find neighboring tiles. Rectangle bounds = BoundingRectangle; int leftTile = (int)Math.Floor((float)bounds.Left / Tile.Width); int rightTile = (int)Math.Ceiling(((float)bounds.Right / Tile.Width)) - 1; int topTile = (int)Math.Floor((float)bounds.Top / Tile.Height); int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / Tile.Height)) - 1; // Reset flag to search for ground collision. isOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { // If this tile is collidable, ItemCollision collision = Level.GetCollision(x, y); if (collision != ItemCollision.Passable) { // Determine collision depth (with direction) and magnitude. Rectangle tileBounds = Level.GetBounds(x, y); Vector2 depth = RectangleExtensions.GetIntersectionDepth(bounds, tileBounds); if (depth != Vector2.Zero) { float absDepthX = Math.Abs(depth.X); float absDepthY = Math.Abs(depth.Y); // Resolve the collision along the shallow axis. if (absDepthY < absDepthX || collision == ItemCollision.Platform) { // If we crossed the top of a tile, we are on the ground. if (previousBottom <= tileBounds.Top) isOnGround = true; // Ignore platforms, unless we are on the ground. if (collision == ItemCollision.Impassable || IsOnGround) { // Resolve the collision along the Y axis. Position = new Vector2(Position.X, Position.Y + depth.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } else if (collision == ItemCollision.Impassable) // Ignore platforms. { // Resolve the collision along the X axis. Position = new Vector2(Position.X + depth.X, Position.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } } } } // Save the new bounds bottom. previousBottom = bounds.Bottom; } It also tends to jitter a little bit sometimes, I'm solved some of this with some fixes I found here on stackexchange, But Ive only seen one other case of the flying though blocks problem. This question seems to have a similar problem in the video, but mine is more crazy. Again this is a very annoying bug! Any help would be greatly appreciated! EDIT: Speed stuff // Constants for controling horizontal movement private const float MoveAcceleration = 13000.0f; private const float MaxMoveSpeed = 1750.0f; private const float GroundDragFactor = 0.48f; private const float AirDragFactor = 0.58f; // Constants for controlling vertical movement private const float MaxJumpTime = 0.35f; private const float JumpLaunchVelocity = -3500.0f; private const float GravityAcceleration = 3400.0f; private const float MaxFallSpeed = 550.0f; private const float JumpControlPower = 0.14f;

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  • CRT as 2nd monitor goes screwy after start up?

    - by rhys
    new install of 12.04 on an old dell with a radeon ATI RV516 video card with monitor out and s-video out. During boot up all is good. Both screens operate and look fine. Then just before the desktop appears the cCRT goes purple and is covered in heavy horizontal lines, but as i said during boot up it was fine and the resolution was fine. The main monitor, an lcd, operates normally. everything else works fine, it's just the picture on the CRT that is screwed up. I used the same monitor and CRT running 11.10 which worked fine any help would be appreciated and yes i am a newbie to ubuntu here is a vid showing the completely normal screens at reboot then the purple badness when the desktop loads ?? and don't laugh at the slow machine, it's old. http://www.youtube.com/my_videos_edit?ns=1&video_id=zfuh6lBMLnc

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  • Arbitrary projection matrix from 6 arbitrary frustum planes

    - by Doub
    A projection matrix represent a tranformation from the camera view space to the rendering system clip space. In other words, it defines the transormation between a 6-sided frustum to the clip cube. The glOrtho and glFrustum use only 6 parameter to define such a projection, but impose several constraints on the frustum that will get projected to the clip cube: the near and far planes are parallel, the left and right planes intersect on a vertical line, and the top and bottom planes intersect on a horizontal lines, both lines being parallel to the near and far planes. I'd like to lift these restrictions. So, from the definition of the 6 frustum side planes (in whatever representation you see fit), how can I compute a general projection matrix?

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  • Relative cam movement and momentum on arbitrary surface

    - by user29244
    I have been working on a game for quite long, think sonic classic physics in 3D or tony hawk psx, with unity3D. However I'm stuck at the most fundamental aspect of movement. The requirement is that I need to move the character in mario 64 fashion (or sonic adventure) aka relative cam input: the camera's forward direction always point input forward the screen, left or right input point toward left or right of the screen. when input are resting, the camera direction is independent from the character direction and the camera can orbit the character when input are pressed the character rotate itself until his direction align with the direction the input is pointing at. It's super easy to do as long your movement are parallel to the global horizontal (or any world axis). However when you try to do this on arbitrary surface (think moving along complex curved surface) with the character sticking to the surface normal (basically moving on wall and ceiling freely), it seems harder. What I want is to achieve the same finesse of movement than in mario but on arbitrary angled surfaces. There is more problem (jumping and transitioning back to the real world alignment and then back on a surface while keeping momentum) but so far I didn't even take off the basics. So far I have accomplish moving along the curved surface and the relative cam input, but for some reason direction fail all the time (point number 3, the character align slowly to the input direction). Do you have an idea how to achieve that? Here is the code and some demo so far: The demo: https://dl.dropbox.com/u/24530447/flash%20build/litesonicengine/LiteSonicEngine5.html Camera code: using UnityEngine; using System.Collections; public class CameraDrive : MonoBehaviour { public GameObject targetObject; public Transform camPivot, camTarget, camRoot, relcamdirDebug; float rot = 0; //---------------------------------------------------------------------------------------------------------- void Start() { this.transform.position = targetObject.transform.position; this.transform.rotation = targetObject.transform.rotation; } void FixedUpdate() { //the pivot system camRoot.position = targetObject.transform.position; //input on pivot orientation rot = 0; float mouse_x = Input.GetAxisRaw( "camera_analog_X" ); // rot = rot + ( 0.1f * Time.deltaTime * mouse_x ); // wrapAngle( rot ); // //when the target object rotate, it rotate too, this should not happen UpdateOrientation(this.transform.forward,targetObject.transform.up); camRoot.transform.RotateAround(camRoot.transform.up,rot); //debug the relcam dir RelativeCamDirection() ; //this camera this.transform.position = camPivot.position; //set the camera to the pivot this.transform.LookAt( camTarget.position ); // } //---------------------------------------------------------------------------------------------------------- public float wrapAngle ( float Degree ) { while (Degree < 0.0f) { Degree = Degree + 360.0f; } while (Degree >= 360.0f) { Degree = Degree - 360.0f; } return Degree; } private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; camRoot.transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } float GetOffsetAngle( float targetAngle, float DestAngle ) { return ((targetAngle - DestAngle + 180)% 360) - 180; } //---------------------------------------------------------------------------------------------------------- void OnDrawGizmos() { Gizmos.DrawCube( camPivot.transform.position, new Vector3(1,1,1) ); Gizmos.DrawCube( camTarget.transform.position, new Vector3(1,5,1) ); Gizmos.DrawCube( camRoot.transform.position, new Vector3(1,1,1) ); } void OnGUI() { GUI.Label(new Rect(0,80,1000,20*10), "targetObject.transform.up : " + targetObject.transform.up.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "target euler : " + targetObject.transform.eulerAngles.y.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "rot : " + rot.ToString()); } //---------------------------------------------------------------------------------------------------------- void RelativeCamDirection() { float input_vertical_movement = Input.GetAxisRaw( "Vertical" ), input_horizontal_movement = Input.GetAxisRaw( "Horizontal" ); Vector3 relative_forward = Vector3.forward, relative_right = Vector3.right, relative_direction = ( relative_forward * input_vertical_movement ) + ( relative_right * input_horizontal_movement ) ; MovementController MC = targetObject.GetComponent<MovementController>(); MC.motion = relative_direction.normalized * MC.acceleration * Time.fixedDeltaTime; MC.motion = this.transform.TransformDirection( MC.motion ); //MC.transform.Rotate(Vector3.up, input_horizontal_movement * 10f * Time.fixedDeltaTime); } } Mouvement code: using UnityEngine; using System.Collections; public class MovementController : MonoBehaviour { public float deadZoneValue = 0.1f, angle, acceleration = 50.0f; public Vector3 motion ; //-------------------------------------------------------------------------------------------- void OnGUI() { GUILayout.Label( "transform.rotation : " + transform.rotation ); GUILayout.Label( "transform.position : " + transform.position ); GUILayout.Label( "angle : " + angle ); } void FixedUpdate () { Ray ground_check_ray = new Ray( gameObject.transform.position, -gameObject.transform.up ); RaycastHit raycast_result; Rigidbody rigid_body = gameObject.rigidbody; if ( Physics.Raycast( ground_check_ray, out raycast_result ) ) { Vector3 next_position; //UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); next_position = GetNextPosition( raycast_result.point ); rigid_body.MovePosition( next_position ); } } //-------------------------------------------------------------------------------------------- private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } private Vector3 GetNextPosition( Vector3 current_ground_position ) { Vector3 next_position; // //-------------------------------------------------------------------- // angle = 0; // Vector3 dir = this.transform.InverseTransformDirection(motion); // angle = Vector3.Angle(Vector3.forward, dir);// * 1f * Time.fixedDeltaTime; // // if(angle > 0) this.transform.Rotate(0,angle,0); // //-------------------------------------------------------------------- next_position = current_ground_position + gameObject.transform.up * 0.5f + motion ; return next_position; } } Some observation: I have the correct input, I have the correct translation in the camera direction ... but whenever I attempt to slowly lerp the direction of the character in direction of the input, all I get is wild spin! Sad Also discovered that strafing to the right (immediately at the beginning without moving forward) has major singularity trapping on the equator!! I'm totally lost and crush (I have already done a much more featured version which fail at the same aspect)

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  • Ubuntu 14.04 Notification incorrectly displayed

    - by xenolyse
    I have a problem with my notifications on Ubuntu 14.04 x64. The notifications are just plain text with a colored background, and are also strangely placed in the top left corner. I have no idea on how it changed. After one reboot it was just there.. Here is a picture of the problem in question.: As you can see the notification appear over the unified menu. How can I restore the original state of the notification bubble? Here are the settings in ~/.notify-osd slot-allocation = fixed bubble-expire-timeout = 10sec bubble-vertical-gap = 5px bubble-horizontal-gap = 5px bubble-corner-radius = 37,5% bubble-icon-size = 30px bubble-gauge-size = 6px bubble-width = 240px bubble-background-color = 131313 bubble-background-opacity = 90% text-margin-size = 10px text-title-size = 100% text-title-weight = bold text-title-color = ffffff text-title-opacity = 100% text-body-size = 90% text-body-weight = normal text-body-color = eaeaea text-body-opacity = 100% text-shadow-opacity = 100% If I check the org.freedesktop.Notifications.service(/usr/share/dbus-1/servies) it appears to use the correct one. [D-BUS Service] Name=org.freedesktop.Notifications Exec=/usr/lib/x86_64-linux-gnu/notify-osd

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  • How can I test if a point lies between two parallel lines?

    - by Harold
    In the game I'm designing there is a blast that shoots out from an origin point towards the direction of the mouse. The width of this blast is always going to be the same. Along the bottom of the screen (what's currently) squares move about which should be effected by the blast that the player controls. Currently I am trying to work out a way to discover if the corners of these squares are within the blast's two bounding lines. I thought the best way to do this would be to rotate the corners of the square around an origin point as if the blast were completely horizontal and see if the Y values of the corners were less than or equal to the width of the blast which would mean that they lie within the effected region, but I can't work out

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  • Graphically intensive silverlight design

    - by Rick Hodder
    I'm designing a silverlight application for showing sheet music from a midi file. I want to create a horizontally scrolling musical staff. At my job I maintain a winforms application that is a scrolling Gantt chart of airplane schedules, and it basically has a rows collection, and it maps the left-most pixel and right-most pixels of the control to datetimes. Then the paint method loops through what it determines will be the visible rows, and draws a screen that shows the schedule information between the two dates. Would I be correct in assuming that I would need to something similar in silverlight for my sheetmusic, or would it be better to just create a horizontal scrollviewer containing a canvas that I have drawn programmaticially on. Am I headed in the right direction? I havent seen any articles on designing such a custom control: can you point me at any?

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  • How to move a line of sprites in a sine wave?

    - by electroflame
    So, I'm spawning a horizontal line of enemies that I would like to have move in a nice wave. Currently I tried: Enemy.position.X += Enemy.velocity.X; Enemy.position.Y += -(float)Math.Cos(Enemy.position.X / 200) * 5; This...kind of works. But the wave is not a true wave. The top and bottom of one pass are not the same (e.g. 5 for the top, and -5 for the bottom (I don't mean literal points, I just meant that it's not symmetrical)). Is there a better way to do this? I would like the whole line to move in a wave, so it looks fluid. By that, I mean that it should look like each enemy is "following" the one in front of it. The code I posted does have this fluidity to it, but like I said, it's not a perfect wave. Any ideas? Thanks in advance.

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  • Projectiles in tile mapped turn-based tactics game?

    - by Petteri Hietavirta
    I am planning to make a Laser Squad clone and I think I have most of the aspects covered. But the major headache is the projectiles shot/thrown. The easy way would be to figure out the probability of hit and just mark miss/hit. But I want to be able to have the projectile to hit something eventually (collateral damage!). Currently everything is flat 2D tile map and there would be full (wall, door) and half height (desk, chair, window) obstacles. My idea is to draw an imaginary line from the shooter to the target and add some horizontal&vertical error based on the player skills. Then I would trace the modified path until it hits something. This is basically what the original Laser Squad seems to do. Can you recommend any algorithms or other approaches for this?

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  • Oracle NoSQL Database Exceeds 1 Million Mixed YCSB Ops/Sec

    - by Charles Lamb
    We ran a set of YCSB performance tests on Oracle NoSQL Database using SSD cards and Intel Xeon E5-2690 CPUs with the goal of achieving 1M mixed ops/sec on a 95% read / 5% update workload. We used the standard YCSB parameters: 13 byte keys and 1KB data size (1,102 bytes after serialization). The maximum database size was 2 billion records, or approximately 2 TB of data. We sized the shards to ensure that this was not an "in-memory" test (i.e. the data portion of the B-Trees did not fit into memory). All updates were durable and used the "simple majority" replica ack policy, effectively 'committing to the network'. All read operations used the Consistency.NONE_REQUIRED parameter allowing reads to be performed on any replica. In the past we have achieved 100K ops/sec using SSD cards on a single shard cluster (replication factor 3) so for this test we used 10 shards on 15 Storage Nodes with each SN carrying 2 Rep Nodes and each RN assigned to its own SSD card. After correcting a scaling problem in YCSB, we blew past the 1M ops/sec mark with 8 shards and proceeded to hit 1.2M ops/sec with 10 shards.  Hardware Configuration We used 15 servers, each configured with two 335 GB SSD cards. We did not have homogeneous CPUs across all 15 servers available to us so 12 of the 15 were Xeon E5-2690, 2.9 GHz, 2 sockets, 32 threads, 193 GB RAM, and the other 3 were Xeon E5-2680, 2.7 GHz, 2 sockets, 32 threads, 193 GB RAM.  There might have been some upside in having all 15 machines configured with the faster CPU, but since CPU was not the limiting factor we don't believe the improvement would be significant. The client machines were Xeon X5670, 2.93 GHz, 2 sockets, 24 threads, 96 GB RAM. Although the clients had 96 GB of RAM, neither the NoSQL Database or YCSB clients require anywhere near that amount of memory and the test could have just easily been run with much less. Networking was all 10GigE. YCSB Scaling Problem We made three modifications to the YCSB benchmark. The first was to allow the test to accommodate more than 2 billion records (effectively int's vs long's). To keep the key size constant, we changed the code to use base 32 for the user ids. The second change involved to the way we run the YCSB client in order to make the test itself horizontally scalable.The basic problem has to do with the way the YCSB test creates its Zipfian distribution of keys which is intended to model "real" loads by generating clusters of key collisions. Unfortunately, the percentage of collisions on the most contentious keys remains the same even as the number of keys in the database increases. As we scale up the load, the number of collisions on those keys increases as well, eventually exceeding the capacity of the single server used for a given key.This is not a workload that is realistic or amenable to horizontal scaling. YCSB does provide alternate key distribution algorithms so this is not a shortcoming of YCSB in general. We decided that a better model would be for the key collisions to be limited to a given YCSB client process. That way, as additional YCSB client processes (i.e. additional load) are added, they each maintain the same number of collisions they encounter themselves, but do not increase the number of collisions on a single key in the entire store. We added client processes proportionally to the number of records in the database (and therefore the number of shards). This change to the use of YCSB better models a use case where new groups of users are likely to access either just their own entries, or entries within their own subgroups, rather than all users showing the same interest in a single global collection of keys. If an application finds every user having the same likelihood of wanting to modify a single global key, that application has no real hope of getting horizontal scaling. Finally, we used read/modify/write (also known as "Compare And Set") style updates during the mixed phase. This uses versioned operations to make sure that no updates are lost. This mode of operation provides better application behavior than the way we have typically run YCSB in the past, and is only practical at scale because we eliminated the shared key collision hotspots.It is also a more realistic testing scenario. To reiterate, all updates used a simple majority replica ack policy making them durable. Scalability Results In the table below, the "KVS Size" column is the number of records with the number of shards and the replication factor. Hence, the first row indicates 400m total records in the NoSQL Database (KV Store), 2 shards, and a replication factor of 3. The "Clients" column indicates the number of YCSB client processes. "Threads" is the number of threads per process with the total number of threads. Hence, 90 threads per YCSB process for a total of 360 threads. The client processes were distributed across 10 client machines. Shards KVS Size Clients Mixed (records) Threads OverallThroughput(ops/sec) Read Latencyav/95%/99%(ms) Write Latencyav/95%/99%(ms) 2 400m(2x3) 4 90(360) 302,152 0.76/1/3 3.08/8/35 4 800m(4x3) 8 90(720) 558,569 0.79/1/4 3.82/16/45 8 1600m(8x3) 16 90(1440) 1,028,868 0.85/2/5 4.29/21/51 10 2000m(10x3) 20 90(1800) 1,244,550 0.88/2/6 4.47/23/53

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  • Siebel 2012-IP Release is now GA

    - by Richard Lefebvre
    The Siebel development team is pleased to announce the general availability of the highly anticipated 2012 Siebel Innovation Pack on 12/12/2012. The journey began last year as a concept at Open World that invigorated the Siebel customer base and partners across the globe, culminating in this 2012-IP release that delivers much valued usability enhancements on an existing release. Open UI and Siebel Mobile are the key innovations that are released as part of the 2012-IP on both 8.1.1.9 and the 8.2.2.2 releases. These innovations are a giant leap forward in facilitating Siebel usability while supporting multiple browsers and devices. Siebel Mobile released as part of the IP provide connected Mobile solutions that support key Horizontal Sales, Field Service, Life Sciences and Consumer Goods flows. See the Siebel Open UI Dada Sheet here.

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  • Handling player/background movements in 2D games

    - by lukeluke
    Suppose you have your animated character controlled by the player and a 2D world (like the old 2D side-scrolling games). When the user press right on the keyboard, the background is moved to the right. If the path is always horizontal, this is simple to do (incrementation/decrementation of the x-coordinate). But suppose that the path is instead a polygonal chain. My questions are: How do you move the background? How do you move the background if the game objects are managed with a physics engine like box2D?

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  • The Best BPM Journey: More Exciting Destinations with Process Accelerators

    - by Cesare Rotundo
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Oracle Open World (OOW) earlier this month has been a great occasion to discuss with our BPM customers. It was interesting to hear definite patterns emerging from those conversations: “BPM is a journey”, “experiences to share”, “our organization now understands what BPM is”, and my favorite (with some caveats): “BPM is like wine tasting, once you start, you want to try more”. These customers have started their journey, climbed up the learning curve, and reached a vantage point that allows them to see their next BPM destination. They see the next few processes they are going to tackle and improve with BPM. These processes/destinations target both horizontal processes where BPM replaces or coordinates manual activities, and critical industry processes that the company needs to improve to compete and deliver increasing value. Each new destination generates value, allowing the organization to reduce the cost of manual processes that were not supported by apps/custom development, and increase efficiency of end-to-end processes partially covered by apps/custom dev. The question we wanted to answer is how to help organizations experience deeper success with BPM, by increasing their awareness of the potential for reaching new targets, and equipping them with the right tools. We decided that we needed to identify destinations, and plot routes to show the fastest path to those destinations. In the end we want to enable customers to reach “Process Excellence”: continuously set new targets and consistently and efficiently reach them. The result is Oracle Process Accelerators (PA), solutions built using the rich functionality in Oracle BPM Suite. PAs offers a rapidly expanding list of exciting destinations. Our launch of the latest installment of Process Accelerators at Oracle Open World includes new Industry-focused solutions such as Public Sector Incident Reporting and Financial Services Loan Origination, and improved other horizontal PAs, including Travel Request Management, Document Routing and Approval, and Internal Service Requests. Just before OOW we had extended the Oracle deployment of Travel Request Management, riding the enthusiastic response from early adopters among travelers (employees), management and support (approvers). “Getting there first” means being among the first to extract value from the PA approach, while acquiring deeper insights into the customers’ perspective. This is especially noteworthy when it comes to PAs, a set of solutions designed to be quickly deployed and iteratively improved by customers. The OOW launch has generated immediate feedback from customers, non-customers, analysts, and partners. They all confirmed that both Business and IT at organizations benefit from PAs when it comes to exploring the potential for BPM to improve their business processes. PAs help customers visualize what can be done with BPM, and PAs are made to be extended: you can see your destination, change the path to fit your needs, and deploy. We're discovering new destinations/processes that the market wants us to support, generic enough across industries and within industries. We'll keep on building sets of requirements, deliver functional design, construct solutions using Oracle BPM, and test them not only functionally but for performance, scalability, clustering, making them robust, product-quality. Delivering BPM solutions with product-grade quality is the equivalent of following a tried-and-tested path on a map. Do you know of existing destinations in your industry? If yes, we can draw a path to innovative processes together.

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