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  • How do I initialize a Scala map with more than 4 initial elements in Java?

    - by GlenPeterson
    For 4 or fewer elements, something like this works (or at least compiles): import scala.collection.immutable.Map; Map<String,String> HAI_MAP = new Map4<>("Hello", "World", "Happy", "Birthday", "Merry", "XMas", "Bye", "For Now"); For a 5th element I could do this: Map<String,String> b = HAI_MAP.$plus(new Tuple2<>("Later", "Aligator")); But I want to know how to initialize an immutable map with 5 or more elements and I'm flailing in Type-hell. Partial Solution I thought I'd figure this out quickly by compiling what I wanted in Scala, then decompiling the resultant class files. Here's the scala: object JavaMapTest { def main(args: Array[String]) = { val HAI_MAP = Map(("Hello", "World"), ("Happy", "Birthday"), ("Merry", "XMas"), ("Bye", "For Now"), ("Later", "Aligator")) println("My map is: " + HAI_MAP) } } But the decompiler gave me something that has two periods in a row and thus won't compile (I don't think this is valid Java): scala.collection.immutable.Map HAI_MAP = (scala.collection.immutable.Map) scala.Predef..MODULE$.Map().apply(scala.Predef..MODULE$.wrapRefArray( scala.Predef.wrapRefArray( (Object[])new Tuple2[] { new Tuple2("Hello", "World"), new Tuple2("Happy", "Birthday"), new Tuple2("Merry", "XMas"), new Tuple2("Bye", "For Now"), new Tuple2("Later", "Aligator") })); I'm really baffled by the two periods in this: scala.Predef..MODULE$ I asked about it on #java on Freenode and they said the .. looked like a decompiler bug. It doesn't seem to want to compile, so I think they are probably right. I'm running into it when I try to browse interfaces in IntelliJ and am just generally lost. Based on my experimentation, the following is valid: Tuple2[] x = new Tuple2[] { new Tuple2<String,String>("Hello", "World"), new Tuple2<String,String>("Happy", "Birthday"), new Tuple2<String,String>("Merry", "XMas"), new Tuple2<String,String>("Bye", "For Now"), new Tuple2<String,String>("Later", "Aligator") }; scala.collection.mutable.WrappedArray<Tuple2> y = scala.Predef.wrapRefArray(x); There is even a WrappedArray.toMap() method but the types of the signature are complicated and I'm running into the double-period problem there too when I try to research the interfaces from Java.

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  • Early Adopters of Oracle Enterprise Manager 12c Report Agility and Productivity Benefits

    - by Anand Akela
    Earlier this month at the Oracle Open World 2012, we celebrated the first anniversary of Oracle Enterprise Manager 12c . Early adopters of  Oracle Enterprise manager 12c have benefited from its federated self-service access to complete application stacks, automated provisioning, elastic scalability, metering, and charge-back capabilities. Crimson Consulting Group recently interviewed multiple early adopters of Oracle Enterprise Manager 12c and captured their finding in a white Paper "Real-World Benefits of Private Cloud: Early Adopters of Oracle Enterprise Manager 12c Report Agility and Productivity Gains".  Here is summary of the finding :- On October 25th at 10 AM pacific time, Kirk Bangstad from the Crimson Consulting group will join us in a live webcast and share what learnt from the early adopters of Oracle Enterprise Manager 12c. Don't miss this chance to hear how private clouds could impact your business and ask questions from our experts. Webcast: Real-World Benefits of Private Cloud Early Adopters of Oracle Enterprise Manager 12c Report Agility and Productivity Benefits Date: Thursday, October 25, 2012 Time: 10:00 AM PDT | 1:00 PM EDT Register Today All attendees will receive the White Paper: Real-World Benefits of Private Cloud: Early Adopters of Oracle Enterprise Manager 12c Report Agility and Productivity Gains. Stay Connected Twitter |  Face book |  You Tube |  Linked in |  Newsletter

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  • Architecture of an action multiplayer game from scratch

    - by lcf
    Not sure whether it's a good place to ask (do point me to a better one if it's not), but since what we're developing is a game - here it goes. So this is a "real-time" action multiplayer game. I have familiarized myself with concepts like lag compensation, view interpolation, input prediction and pretty much everything that I need for this. I have also prepared a set of prototypes to confirm that I understood everything correctly. My question is about the situation when game engine must be rewind to the past to find out whether there was a "hit" (sometimes it may involve the whole 'recomputation' of the world from that moment in the past up to the present moment. I already have a piece of code that does it, but it's not as neat as I need it to be. The domain logic of the app (the physics of the game) must be separated from the presentation (render) and infrastructure tools (e.g. the remote server interaction specifics). How do I organize all this? :) Is there any worthy implementation with open sources I can take a look at? What I'm thinking is something like this: -> Render / User Input -> Game Engine (this is the so called service layer) -> Processing User Commands & Remote Server -> Domain (Physics) How would you add into this scheme the concept of "ticks" or "interactions" with the possibility to rewind and recalculate "the game"? Remember, I cannot change the Domain/Physics but only the Game Engine. Should I store an array of "World's States"? Should they be just some representations of the world, optimized for this purpose somehow (how?) or should they be actual instances of the world (i.e. including behavior and all that). Has anybody had similar experience? (never worked on a game before if that matters)

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  • Google+ Platform Office Hours for May 2nd, 2012: Hanging out with the Tabletop Forge team

    Google+ Platform Office Hours for May 2nd, 2012: Hanging out with the Tabletop Forge team This week we met with Charles Jaimet, Joshuha Owen and Fraser Cain of the Tabletop Forge team. They showed us their hangout app and shared their experience. Discussion this session on Google+: goo.gl You can learn more about our office hours here: goo.gl Here are some notable moments in this session: 1:50 - Charles explains Tabletop Forge 6:12 - Tabletop Forge Demo begins 7:45 - How do you prevent cheating on dice rolls? 14:07 - A discussion about trust in tabletop gaming 14:57 - Upcoming feature - Fog of war 24:06 - What are some challenges with the Hangouts API that you've overcome? 27:10 - It'd be cool to play a game with a separate on air game view 31:08 - Comments as a source of game material 31:58 - What else is on the roadmap for Tabletop Forge? 35:52 - Will there be a Kickstarter for Tabletop Forge? 36:42 - What do you think about saving game logs to places like Google Drive or Google Docs? 39:07 - The 7 sided die is not something possible in reality. In what other ways have you gone beyond the limits of the physical table top? 43:11 - What was your first game? From: GoogleDevelopers Views: 2401 23 ratings Time: 46:43 More in Science & Technology

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  • Google+ Platform Office Hours for May 16th, 2012: Hangouts API v1.1

    Google+ Platform Office Hours for May 16th, 2012: Hangouts API v1.1 This week we discussed the latest release of the Hangouts API, v1.1. JD Salazar and Richard Dunn from the Hangouts API engineering team joined us to help your answer questions. Discussion this session on Google+: goo.gl You can learn more about our office hours here: goo.gl 0:29 - Introductions 2:50 - Richard gives us an overview of what's new in Hangouts API v1.1 8:57 - What are the default scales for the static overlays? 9:25 - Will the static overlay scale ratio change during the hangout? 10:13 - What is the resolution of the feed? How do I ensure my overlays match the quality? 12:49 - How do I know if an image resource has failed to load? 16:33 - Can we have animated gifs as overlays? 19:44 - Loaded overlays do not clear upon deletion. How many can I load before I encounter issues? 21:48 - Are sound overlays played to all participants or only locally? What about sound cancellation? 23:27 - How do you uninstall a Hangout app? 25:41 - Can I make an app that uses drag and drop onto the film strip? 26:55 - Can we embed participant thumbnails elsewhere on the screen? 28:33 - How can I determine a consistent ordering for hangout participants? 31:35 - Can I access Picasa photos uploaded by another user within a hangout? Gerwin demonstrates his solution. 31:14 - How do I know when my hangout app has been unloaded for the purposes of doing cleanup? 39:28 - Will face tracking ever support multiple faces? 40:41 - Can I use WebGL in a hangouts app? 42:09 - I'm having issues with <b>...</b> From: GoogleDevelopers Views: 2032 18 ratings Time: 53:05 More in Science & Technology

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  • Coordinate spaces and transformation matrices

    - by Belgin
    I'm trying to get an object from object space, into projected space using these intermediate matrices: The first matrix (I) is the one that transforms from object space into inertial space, but since my object is not rotated or translated in any way inside the object space, this matrix is the 4x4 identity matrix. The second matrix (W) is the one that transforms from inertial space into world space, which is just a scale transform matrix of factor a = 14.1 on all coordinates, since the inertial space origin coincides with the world space origin. /a 0 0 0\ W = |0 a 0 0| |0 0 a 0| \0 0 0 1/ The third matrix (C) is the one that transforms from world space, into camera space. This matrix is a translation matrix with a translation of (0, 0, 10), because I want the camera to be located behind the object, so the object must be positioned 10 units into the z axis. /1 0 0 0\ C = |0 1 0 0| |0 0 1 10| \0 0 0 1/ And finally, the fourth matrix is the projection matrix (P). Bearing in mind that the eye is at the origin of the world space and the projection plane is defined by z = 1, the projection matrix is: /1 0 0 0\ P = |0 1 0 0| |0 0 1 0| \0 0 1/d 0/ where d is the distance from the eye to the projection plane, so d = 1. I'm multiplying them like this: (((P x C) x W) x I) x V, where V is the vertex' coordinates in column vector form: /x\ V = |y| |z| \1/ After I get the result, I divide x and y coordinates by w to get the actual screen coordinates. Apparenly, I'm doing something wrong or missing something completely here, because it's not rendering properly. Here's a picture of what is supposed to be the bottom side of the Stanford Dragon: Also, I should add that this is a software renderer so no DirectX or OpenGL stuff here.

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  • Are there design patterns or generalised approaches for particle simulations?

    - by romeovs
    I'm working on a project (for college) in C++. The goal is to write a program that can more or less simulate a beam of particles flying trough the LHC synchrotron. Not wanting to rush into things, me and my team are thinking about how to implement this and I was wondering if there are general design patterns that are used to solve this kind of problem. The general approach we came up with so far is the following: there is a World that holds all objects you can add objects to this world such as Particle, Dipole and Quadrupole time is cut up into discrete steps, and at each point in time, for each Particle the magnetic and electric forces that each object in the World generates are calculated and summed up (luckily electro-magnetism is linear). each Particle moves accordingly (using a simple estimation approach to solve the differential movement equations) save the Particle positions repeat This seems a good approach but, for instance, it is hard to take into account symmetries that might be present (such as the magnetic field of each Quadrupole) and is this thus suboptimal. To take into account such symmetries as that of the Quadrupole field, it would be much easier to (also) make space discrete and somehow store form of the Quadrupole field somewhere. (Since 2532 or so Quadrupoles are stored this should lead to a massive gain of performance, not having to recalculate each Quadrupole field) So, are there any design patterns? Is the World-approach feasible or is it old-fashioned, bad programming? What about symmetry, how is that generally taken into acount?

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  • Dependency Inversion Principle

    - by Chris Paine
    I have been studying also S.O.L.I.D. and watched this video: https://www.youtube.com/watch?v=huEEkx5P5Hs 01:45:30 into the video he talks about the Dependency Inversion Principle and I am scratching my head??? I had to simplify it(if possible) to get it through this thick scull of mine and here is what I came up with. Code on the marked My_modified_code my version, code marked Original DIP video version. Can I accomplish the same with the latter code? Thanks in advance. Original: namespace simple.main { class main { static void Main() { FirstClass FirstClass = new FirstClass(new OtherClass()); FirstClass.Method(); Console.ReadKey(); //tempClass temp = new OtherClass(); //temp.Method(); } } public class FirstClass { private tempClass _LastClass; public FirstClass(tempClass tempClass)//ctor { _LastClass = tempClass; } public void Method() { _LastClass.Method(); } } public abstract class tempClass{public abstract void Method();} public class LASTCLASS : tempClass { public override void Method() { Console.WriteLine("\nHello World!"); } } public class OtherClass : tempClass { public override void Method() { Console.WriteLine("\nOther World!"); } } } My_modified_code: namespace simple.main { class main { static void Main() { //FirstClass FirstClass = new FirstClass(new OtherClass()); //FirstClass.Method(); //Console.ReadKey(); tempClass temp = new OtherClass(); temp.Method(); } } //public class FirstClass //{ // private tempClass _LastClass; // public FirstClass(tempClass tempClass)//ctor // { // _LastClass = tempClass; // } // public void Method() // { // _LastClass.Method(); // } //} public abstract class tempClass{public abstract void Method();} public class LASTCLASS : tempClass { public override void Method() { Console.WriteLine("\nHello World!"); } } public class OtherClass : tempClass { public override void Method() { Console.WriteLine("\nOther World!"); } }

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  • How can I determine the first visible tile in an isometric perspective?

    - by alekop
    I am trying to render the visible portion of a diamond-shaped isometric map. The "world" coordinate system is a 2D Cartesian system, with the coordinates increasing diagonally (in terms of the view coordinate system) along the axes. The "view" coordinates are simply mouse offsets relative to the upper left corner of the view. My rendering algorithm works by drawing diagonal spans, starting from the upper right corner of the view and moving diagonally to the right and down, advancing to the next row when it reaches the right view edge. When the rendering loop reaches the lower left corner, it stops. There are functions to convert a point from view coordinates to world coordinates and then to map coordinates. Everything works when rendering from tile 0,0, but as the view scrolls around the rendering needs to start from a different tile. I can't figure out how to determine which tile is closest to the upper right corner. At the moment I am simply converting the coordinates of the upper right corner to map coordinates. This works as long as the view origin (upper right corner) is inside the world, but when approaching the edges of the map the starting tile coordinate obviously become invalid. I guess this boils down to asking "how can I find the intersection between the world X axis and the view X axis?"

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  • Oracle MDM Panel at OOW 12: Best practices, Lessons Learned and More...

    - by Mala Narasimharajan
    By Narayana Machiraju  We are less than two weeks out from the start of Oracle Open World 2012. The MDM team has built-up a solid line-up of product and customer sessions for you to attend this year in addition to the hands-on labs, and numerous demonstration pods in Moscone West. This year we will be hosting a customer panel session dedicated to Oracle Customer Hub at Oracle Open World. An esteemed panel of Oracle Customer Hub customers in different Industries: Credit Suisse, Allianz and Elsevier will provide insight into the journey of Customer MDM right from building a business case and MDM vision, establishing and sustaining governance, implementation strategies and realizing the benefits. You will also hear about implementation challenges, phasing strategies and lessons learned from real-life experiences. If you are already implementing Customer MDM or evaluating the benefits of MDM and you would like to hear directly from our customers then I highly recommend you attend this session: Customer MDM Panel: Discussion and Q&A on Implementation Best Practices, Data Quality, Data Governance          and ROI Wednesday October, 3rd, 5:00PM - 6:00PM Westin Market Street Hotel - Metropolitan 1 The MDM track at Oracle Open World covers variety of topics related to MDM. In addition to the product management team presenting product updates and roadmap, we have several customer panels, Conference sessions and Customer round table sessions featuring a lot of marquee Customers. You can see an overview of MDM sessions here.  We hope to see you at Open World and stay in touch via our future blogs.

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  • Cheap ways to do scaling ops in shader?

    - by Nick Wiggill
    I've got an extensive world terrain that uses vec3 for the vertex position attribute. That's good, because the terrain has endless gradations due to the use of floating point. But I'm thinking about how to reduce the amount of data uploaded to the GPU. For my terrain, which uses discrete / grid-based vertex positions in x and z, it's pretty clear that I can replace my vec3s (floats, really) with shorts, halving the per-vertex position attribute cost from 12 bytes each to 6 bytes. Considering I've got little enough other vertex data, and an enormous amount of terrain data to push into the world, it's a major gain. Currently in my code, one unit in GLSL shaders is equal to 1m in the world. I like that scale. If I move over to using shorts, though, I won't be able to use the same scale, as I would then have a very blocky world where every step in height is an entire metre. So I see these potential solutions to scale the positional data correctly once it arrives at the vertex shader stage: Use 10:1 scaling, i.e. 1 short unit = 1 decimetre in CPU-side code. Do a division by 10 in the vertex shader to scale incoming decimetre values back to metres. Arbirary (non-PoT) divisions tend to be slow, however. Use (some-power-of-two):1 scaling (eg. 8:1), which enables the use of a bitshift (eg. val >> 3) to do the division... not sure how performant this is in shaders, though. Not as intuitive to read values, but possibly quite a bit faster than div by a non-PoT value. Use a texture as lookup table. I've heard that this is really fast. Or whatever solutions others can offer to achieve the same results -- minimal vertex data with sensible scaling.

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  • OpenGL, objects disappear at a certain z distance

    - by smoth190
    I'm writing a managed OpenGL library in C++, and I'm having a pretty annoying problem. Whenever I set an objects position to -2.0 or lower, the object disappears. And at distances 0 through -1.9, it doesn't appear to move away from them camera. I have a world matrix (which is multiplied by the objects position to move it), a view matrix (which is just the identity matrix currently) and a projection matrix, which is setup like this: FOV: 45.0f Aspect Ratio: 1 zNear: 0.1f zFar: 100.0f using GLMs glm::perspective method. The order the matrices are multiplied by in the shader is world, view, projection, then position. I can move the object along the X and Y axis perfectly fine. I have depth testing enabled, using GL_LEQUAL. I can change the actually vertices positions to anything I want, and they move away from the camera or towards it perfectly fine. It just seems to be the world matrix acting up. I'm using glm::mat4 for the world matrix, and glm::vec3 for positions. Whats going on here? I'm also using OpenGL 3.1, GLSL version 140 (1.4?).

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  • JavaFX: Use a Screen with your Scene!

    - by user12610255
    Here's a handy tip for sizing your application. You can use the javafx.stage.Screen class to obtain the width and height of the user's screen, and then use those same dimensions when sizing your scene. The following code modifies default "Hello World" application that appears when you create a new JavaFX project in NetBeans. package screendemo; import javafx.application.Application; import javafx.event.ActionEvent; import javafx.event.EventHandler; import javafx.scene.Group; import javafx.scene.Scene; import javafx.scene.control.Button; import javafx.stage.Stage; import javafx.stage.Screen; import javafx.geometry.Rectangle2D; public class ScreenDemo extends Application { public static void main(String[] args) { Application.launch(args); } @Override public void start(Stage primaryStage) { primaryStage.setTitle("Hello World"); Group root = new Group(); Rectangle2D screenBounds = Screen.getPrimary().getVisualBounds(); Scene scene = new Scene(root, screenBounds.getWidth(), screenBounds.getHeight()); Button btn = new Button(); btn.setLayoutX(100); btn.setLayoutY(80); btn.setText("Hello World"); btn.setOnAction(new EventHandler() { public void handle(ActionEvent event) { System.out.println("Hello World"); } }); root.getChildren().add(btn); primaryStage.setScene(scene); primaryStage.show(); } } Running this program will set the Stage boundaries to visible bounds of the main screen. -- Scott Hommel

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  • Random movement of wandering monsters in x & y axis in LibGDX

    - by Vishal Kumar
    I am making a simple top down RPG game in LibGDX. What I want is ... the enemies should wander here and there in x and y directions in certain interval so that it looks natural that they are guarding something. I spend several hours doing this but could not achieve what I want. After a long time of coding, I came with this code. But what I observed is when enemies come to an end of x or start of x or start of y or end of y of the map. It starts flickering for random intervals. Sometimes they remain nice, sometimes, they start flickering for long time. public class Enemy extends Sprite { public float MAX_VELOCITY = 0.05f; public static final int MOVING_LEFT = 0; public static final int MOVING_RIGHT = 1; public static final int MOVING_UP = 2; public static final int MOVING_DOWN = 3; public static final int HORIZONTAL_GUARD = 0; public static final int VERTICAL_GUARD = 1; public static final int RANDOM_GUARD = 2; private float startTime = System.nanoTime(); private static float SECONDS_TIME = 0; private boolean randomDecider; public int enemyType; public static final float width = 30 * World.WORLD_UNIT; public static final float height = 32 * World.WORLD_UNIT; public int state; public float stateTime; public boolean visible; public boolean dead; public Enemy(float x, float y, int enemyType) { super(x, y); state = MOVING_LEFT; this.enemyType = enemyType; stateTime = 0; visible = true; dead = false; boolean random = Math.random()>=0.5f ? true :false; if(enemyType == HORIZONTAL_GUARD){ if(random) velocity.x = -MAX_VELOCITY; else velocity.x = MAX_VELOCITY; } if(enemyType == VERTICAL_GUARD){ if(random) velocity.y = -MAX_VELOCITY; else velocity.y = MAX_VELOCITY; } if(enemyType == RANDOM_GUARD){ //if(random) //velocity.x = -MAX_VELOCITY; //else //velocity.y = MAX_VELOCITY; } } public void update(Enemy e, float deltaTime) { super.update(deltaTime); e.stateTime+= deltaTime; e.position.add(velocity); // This is for updating the Animation for Enemy Movement Direction. VERY IMPORTANT FOR REAL EFFECTS updateDirections(); //Here the various movement methods are called depending upon the type of the Enemy if(e.enemyType == HORIZONTAL_GUARD) guardHorizontally(); if(e.enemyType == VERTICAL_GUARD) guardVertically(); if(e.enemyType == RANDOM_GUARD) guardRandomly(); //quadrantMovement(e, deltaTime); } private void guardHorizontally(){ if(position.x <= 0){ velocity.x= MAX_VELOCITY; velocity.y= 0; } else if(position.x>= World.mapWidth-width){ velocity.x= -MAX_VELOCITY; velocity.y= 0; } } private void guardVertically(){ if(position.y<= 0){ velocity.y= MAX_VELOCITY; velocity.x= 0; } else if(position.y>= World.mapHeight- height){ velocity.y= -MAX_VELOCITY; velocity.x= 0; } } private void guardRandomly(){ if (System.nanoTime() - startTime >= 1000000000) { SECONDS_TIME++; if(SECONDS_TIME % 5==0) randomDecider = Math.random()>=0.5f ? true :false; if(SECONDS_TIME>=30) SECONDS_TIME =0; startTime = System.nanoTime(); } if(SECONDS_TIME <=30){ if(randomDecider && position.x >= 0) velocity.x= -MAX_VELOCITY; else{ if(position.x < World.mapWidth-width) velocity.x= MAX_VELOCITY; else velocity.x= -MAX_VELOCITY; } velocity.y =0; } else{ if(randomDecider && position.y >0) velocity.y= -MAX_VELOCITY; else velocity.y= MAX_VELOCITY; velocity.x =0; } /* //This is essential so as to keep the enemies inside the boundary of the Map if(position.x <= 0){ velocity.x= MAX_VELOCITY; //velocity.y= 0; } else if(position.x>= World.mapWidth-width){ velocity.x= -MAX_VELOCITY; //velocity.y= 0; } else if(position.y<= 0){ velocity.y= MAX_VELOCITY; //velocity.x= 0; } else if(position.y>= World.mapHeight- height){ velocity.y= -MAX_VELOCITY; //velocity.x= 0; } */ } private void updateDirections() { if(velocity.x > 0) state = MOVING_RIGHT; else if(velocity.x<0) state = MOVING_LEFT; else if(velocity.y>0) state = MOVING_UP; else if(velocity.y<0) state = MOVING_DOWN; } public Rectangle getBounds() { return new Rectangle(position.x, position.y, width, height); } private void quadrantMovement(Enemy e, float deltaTime) { int temp = e.getEnemyQuadrant(e.position.x, e.position.y); boolean random = Math.random()>=0.5f ? true :false; switch(temp){ case 1: velocity.x = MAX_VELOCITY; break; case 2: velocity.x = MAX_VELOCITY; break; case 3: velocity.x = -MAX_VELOCITY; break; case 4: velocity.x = -MAX_VELOCITY; break; default: if(random) velocity.x = MAX_VELOCITY; else velocity.y =-MAX_VELOCITY; } } public float getDistanceFromPoint(float p1,float p2){ Vector2 v1 = new Vector2(p1,p2); return position.dst(v1); } private int getEnemyQuadrant(float x, float y){ Rectangle enemyQuad = new Rectangle(x, y, 30, 32); if(ScreenQuadrants.getQuad1().contains(enemyQuad)) return 1; if(ScreenQuadrants.getQuad2().contains(enemyQuad)) return 2; if(ScreenQuadrants.getQuad3().contains(enemyQuad)) return 3; if(ScreenQuadrants.getQuad4().contains(enemyQuad)) return 4; return 0; } } Is there a better way of doing this. I am new to game development. I shall be very grateful to any help or reference.

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  • projection / view matrix: the object is bigger than it should and depth does not affect vertices

    - by Francesco Noferi
    I'm currently trying to write a C 3D software rendering engine from scratch just for fun and to have an insight on what OpenGL does behind the scene and what 90's programmers had to do on DOS. I have written my own matrix library and tested it without noticing any issues, but when I tried projecting the vertices of a simple 2x2 cube at 0,0 as seen by a basic camera at 0,0,10, the cube seems to appear way bigger than the application's window. If I scale the vertices' coordinates down by 8 times I can see a proper cube centered on the screen. This cube doesn't seem to be in perspective: wheen seen from the front, the back vertices pe rfectly overlap with the front ones, so I'm quite sure it's not correct. this is how I create the view and projection matrices (vec4_initd initializes the vectors with w=0, vec4_initw initializes the vectors with w=1): void mat4_lookatlh(mat4 *m, const vec4 *pos, const vec4 *target, const vec4 *updirection) { vec4 fwd, right, up; // fwd = norm(pos - target) fwd = *target; vec4_sub(&fwd, pos); vec4_norm(&fwd); // right = norm(cross(updirection, fwd)) vec4_cross(updirection, &fwd, &right); vec4_norm(&right); // up = cross(right, forward) vec4_cross(&fwd, &right, &up); // orientation and translation matrices combined vec4_initd(&m->a, right.x, up.x, fwd.x); vec4_initd(&m->b, right.y, up.y, fwd.y); vec4_initd(&m->c, right.z, up.z, fwd.z); vec4_initw(&m->d, -vec4_dot(&right, pos), -vec4_dot(&up, pos), -vec4_dot(&fwd, pos)); } void mat4_perspectivefovrh(mat4 *m, float fovdegrees, float aspectratio, float near, float far) { float h = 1.f / tanf(ftoradians(fovdegrees / 2.f)); float w = h / aspectratio; vec4_initd(&m->a, w, 0.f, 0.f); vec4_initd(&m->b, 0.f, h, 0.f); vec4_initw(&m->c, 0.f, 0.f, -far / (near - far)); vec4_initd(&m->d, 0.f, 0.f, (near * far) / (near - far)); } this is how I project my vertices: void device_project(device *d, const vec4 *coord, const mat4 *transform, int *projx, int *projy) { vec4 result; mat4_mul(transform, coord, &result); *projx = result.x * d->w + d->w / 2; *projy = result.y * d->h + d->h / 2; } void device_rendervertices(device *d, const camera *camera, const mesh meshes[], int nmeshes, const rgba *color) { int i, j; mat4 view, projection, world, transform, projview; mat4 translation, rotx, roty, rotz, transrotz, transrotzy; int projx, projy; // vec4_unity = (0.f, 1.f, 0.f, 0.f) mat4_lookatlh(&view, &camera->pos, &camera->target, &vec4_unity); mat4_perspectivefovrh(&projection, 45.f, (float)d->w / (float)d->h, 0.1f, 1.f); for (i = 0; i < nmeshes; i++) { // world matrix = translation * rotz * roty * rotx mat4_translatev(&translation, meshes[i].pos); mat4_rotatex(&rotx, ftoradians(meshes[i].rotx)); mat4_rotatey(&roty, ftoradians(meshes[i].roty)); mat4_rotatez(&rotz, ftoradians(meshes[i].rotz)); mat4_mulm(&translation, &rotz, &transrotz); // transrotz = translation * rotz mat4_mulm(&transrotz, &roty, &transrotzy); // transrotzy = transrotz * roty = translation * rotz * roty mat4_mulm(&transrotzy, &rotx, &world); // world = transrotzy * rotx = translation * rotz * roty * rotx // transform matrix mat4_mulm(&projection, &view, &projview); // projview = projection * view mat4_mulm(&projview, &world, &transform); // transform = projview * world = projection * view * world for (j = 0; j < meshes[i].nvertices; j++) { device_project(d, &meshes[i].vertices[j], &transform, &projx, &projy); device_putpixel(d, projx, projy, color); } } } this is how the cube and camera are initialized: // test mesh cube = &meshlist[0]; mesh_init(cube, "Cube", 8); cube->rotx = 0.f; cube->roty = 0.f; cube->rotz = 0.f; vec4_initw(&cube->pos, 0.f, 0.f, 0.f); vec4_initw(&cube->vertices[0], -1.f, 1.f, 1.f); vec4_initw(&cube->vertices[1], 1.f, 1.f, 1.f); vec4_initw(&cube->vertices[2], -1.f, -1.f, 1.f); vec4_initw(&cube->vertices[3], -1.f, -1.f, -1.f); vec4_initw(&cube->vertices[4], -1.f, 1.f, -1.f); vec4_initw(&cube->vertices[5], 1.f, 1.f, -1.f); vec4_initw(&cube->vertices[6], 1.f, -1.f, 1.f); vec4_initw(&cube->vertices[7], 1.f, -1.f, -1.f); // main camera vec4_initw(&maincamera.pos, 0.f, 0.f, 10.f); maincamera.target = vec4_zerow; and, just to be sure, this is how I compute matrix multiplications: void mat4_mul(const mat4 *m, const vec4 *va, vec4 *vb) { vb->x = m->a.x * va->x + m->b.x * va->y + m->c.x * va->z + m->d.x * va->w; vb->y = m->a.y * va->x + m->b.y * va->y + m->c.y * va->z + m->d.y * va->w; vb->z = m->a.z * va->x + m->b.z * va->y + m->c.z * va->z + m->d.z * va->w; vb->w = m->a.w * va->x + m->b.w * va->y + m->c.w * va->z + m->d.w * va->w; } void mat4_mulm(const mat4 *ma, const mat4 *mb, mat4 *mc) { mat4_mul(ma, &mb->a, &mc->a); mat4_mul(ma, &mb->b, &mc->b); mat4_mul(ma, &mb->c, &mc->c); mat4_mul(ma, &mb->d, &mc->d); }

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  • Why is mesh baking causing huge performance spikes?

    - by jellyfication
    A couple of seconds into the gameplay on my Android device, I see huge performance spikes caused by "Mesh.Bake Scaled Mesh PhysX CollisionData" In my game, a whole level is a parent object containing multiple ridigbodies with mesh colliders. Every FixedUpdate(), my parent object rotates around the player. Rotating the world causes mesh scaling. Here is the code that handles world rotation. private void Update() { input.update(); Vector3 currentInput = input.GetDirection(); worldParent.rotation = initialRotation; worldParent.DetachChildren(); worldParent.position = transform.position; world.parent = worldParent; worldParent.Rotate(Vector3.right, currentInput.x * 50f); worldParent.Rotate(Vector3.forward, currentInput.z * 50f); } How can I get rid of mesh scaling ? Mesh.Bake physx seems to take effect after some time, is it possible to disable this function ? The profiler looks like this: Bottom-left panel shows data before spikes, the right after

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  • 6 Reasons Why You Can’t Move Your Cell Phone To Any Carrier You Want

    - by Chris Hoffman
    You can buy a laptop or Wi-Fi tablet and use it on Wi-Fi anywhere in the world, so why are cell phones and devices with mobile data not portable between different cellular networks in the same country? Unlike with Wi-Fi, there are many different competing cellular network standards — both around the world and within countries. Cellular carriers also like locking you to their specific network and making it difficult to move. That’s what contracts are for. Phone Locking Many phones are sold locked to a specific network. When you buy a phone from a cellular carrier, they often lock that phone to their network so you can’t take it to a competitor’s network. That’s why you’ll often need to unlock a phone before you can move it to a different cellular provider or take it to a different country and use it on a local provider instead of roaming. Cellular carriers will generally unlock your phone for you as long as you’re no longer in a contract with them. However, unlocking a cell phone you’ve paid for without your carrier’s permission is currently a crime in the USA. GSM vs. CDMA Some cellular networks use the GSM (Global System for Mobile Communications) standard, while some use CDMA (Code-division multiple access). Worldwide, most cellular networks use GSM. In the USA, both GSM and CDMA are popular. Verizon, Sprint, and other carriers that use their networks use CDMA. AT&T, T-Mobile, and other carriers that use their networks are use GSM. These are two competing standards and are not interoperable. This means you can’t simply take a phone from Verizon to T-Mobile, or from AT&T to Sprint. These carriers have incompatible phones. CDMA Restrictions CDMA is more restricted than GSM. GSM phones have SIM cards. Simply open the phone, pop out the SIM card, and pop in a new SIM card to switch carriers. (In reality, it’s more complicated thanks to phone locking and other factors here.) CDMA phones don’t have removable modules like this. All CDMA phones ship locked to a specific network and you’d have to get both your old carrier and your new carrier to cooperate to switch phones between them. In reality, many people just consider CDMA phones eternally locked to a specific carrier. Frequencies Different cellular networks throughout the USA and the rest of the world use different frequencies. These radio frequencies have to be supported by your phone’s hardware or your phone simply can’t work on a network using those frequencies. Many GSM phones support three or four bands of frequencies — 900/1800/1900 MHz, 850/1800/1900 MHz, or 850/900/1800/1900 MHz. These are sometimes called “world phones” because they allow easier roaming. This allows the manufacturer to produce a phone that will support all GSM networks in the world and allows their customers to travel with those phones. If your phone doesn’t support the appropriate frequencies, it won’t work on certain networks. LTE Bands When it comes to newer, faster LTE networks, different frequencies are still a concern. LTE frequencies are generally known as “LTE bands.” To use a smartphone on a certain LTE network, that smartphone will have to support that LTE network’s frequency. Different models of phones are often created to work on different LTE networks around the world. However, phones are generally supporting more and more LTE networks and becoming more and more interoperable over time. SIM Card Sizes The SIM cards used in GSM phones come in different sizes. Newer phones use smaller SIM cards to save space and be more compact. This isn’t a big obstacle, as the different sizes of SIM cards — full-size SIM, mini-SIM, micro-SIM, and nano-SIM are actually compatible. The only difference between them is the size of the plastic card surrounding the SIM’s chip. The actual chip is the same size between all the SIM cards. This means you can take an old SIM card and cut the plastic off until it becomes a smaller-size SIM card that fits in a modern phone. Or, you can take a smaller-size SIM card and insert it into a tray so that it becomes a larger-size SIM card that fits in an older phone. Be aware that it’s very possible to damage your SIM card and make it not work properly by cutting it to the wrong dimensions. Your cellular carrier will often be able to cut your SIM card for you or give you a new one if you want to use an old SIM card in a new phone. Hopefully they won’t overcharge you for this service, too. Be sure to check what types of networks, frequencies, and LTE bands your phone supports before trying to move it between networks. You may have to buy a new phone when moving between certain cellular carriers. Image Credit: Morgan on Flickr, 22n on Flickr

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  • .NETTER Code Starter Pack v1.0.beta Released

    - by Mohammad Ashraful Alam
    .NETTER Code Starter Pack contains a gallery of Visual Studio 2010 solutions leveraging latest and new technologies released by Microsoft. Each Visual Studio solution included here is focused to provide a very simple starting point for cutting edge development technologies and framework, using well known Northwind database. The current release of this project includes starter samples for the following technologies: ASP.NET Dynamic Data QuickStart (TBD) Azure Service Platform Windows Azure Hello World Windows Azure Storage Simple CRUD Database Scripts Entity Framework 4.0 (TBD) SharePoint 2010 Visual Web Part Linq QuickStart Silverlight Business App Hello World WCF RIA Services QuickStart Utility Framework MEF Moq QuickStart T-4 QuickStart Unity QuickStart WCF WCF Data Services QuickStart WCF Hello World WorkFlow Foundation Web API Facebook Toolkit QuickStart Download link: http://codebox.codeplex.com/releases/view/57382 Technorati Tags: release,new release,asp.net,mef,unity,sharepoint,wcf

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  • OData where art thou?

    - by Brian
    Douglas Purdy explains. I think the best part will be the governmental aspect. All public record should be available in a way that’s easy to query IMHO. From the article: Many of us at Microsoft believe the OData protocol can help usher in a more open and programmable Web by creating a common funnel to expose rich data, thereby creating a world of customized consumer mash-ups; a world where government data is transparent and accessible to any citizen; a world where you can ask a question and know, “There’s a feed for that.” Do check out www.odata.org, and while you’re at it, check out codename Dallas. For all those government IT workers out there, consider the savings. No need to pay someone to format the data for a specific department or constituent. Just put it online and point them there.

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  • Scene Graph Traversing Techniques

    - by Bunkai.Satori
    Scene Graph seems to be the most effective way of representing the game world. The game world usually tends to be as large as the memory and device can handle. In contrast, the screen of the device captures only a fraction of the Game World/Scene Graph. Ideally, I wish to process(update and render) only the visible game objects/nodes on per-frame basis. My question therefore is, how to traverse the scene graph so, that I will focus only on the game notes that are in the camera frustum? How to organize data so that I can easily focus only on the scene graph nodes visible to me? What are techniques to minimize scenegraph traversal time? Is there such way as more effective traversal, or do I have to traverse whole scene graph on per-frame basis?

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  • Python or C server hosting for indie development

    - by Richard Fabian
    I've written a lot of the game, but it's singleplayer. Now we want to join up and play together. I want to host it like an MMO, but haven't got any personal ability to host (no static IPs or direct access to a reasonable router that will allow me to port forward) so I wondered if there were any free / very cheap hosting solutions for people developing games that need to develop their MMO side. In my case it's a world server for a 2D game where the world map can be changed by the players. So, GAE sounds expensive, as there would be quite a few updates per second (I heard they bill for data updates but not for download, but can't find refernce to billing anywhere on the FAQs) I'd prefer to be able to write the server in python as that's what the game is written in (with pygame), but C is fine, and maybe even better as it might prompt me to write some more performant world generator code ;)

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  • Deep in the Heart of Texas

    - by Applications User Experience
    Author: Erika Webb, Manager, Fusion Applications UX User Assistance When I was first working in the usability field, the only way I could consider conducting a usability study was to bring a potential user to a lab environment where I could show them whatever I was interested in learning more about and ask them questions. While I hate to reveal just how long I have been working in this field, let's just say that pads of paper and a stopwatch were key tools for any test I conducted. Over the years, I have worked in simple labs with basic video taping equipment and not much else, and I have worked in corporate environments with sophisticated usability labs and state-of-the-art equipment. Years ago, we conducted all usability studies at the location of the user. If we wanted to see if there were any differences between users in New York, Chicago, and Los Angeles, we went to those places to run the test. A lab environment is very useful for many test situations. However, there has always been a debate in the usability field about whether bringing someone into a lab environment, however friendly we make it, somehow intrinsically changes the behavior of the user as compared to having them work in their own environment, at their own desk, and on their own computer. We developed systems to create a portable usability lab, so that we could go to the users that we needed to test.  Do lab environments change user behavior patterns? Then 9/11 hit. You may not remember, but no planes flew for weeks afterwards. Companies all over the world couldn't fly-in employees for meetings. Suddenly, traveling to the location of the users had an additional difficulty. The company I was working for at the time had usability specialists stuck in New York for days before they could finally rent a car and drive home to Colorado. This changed the world pretty suddenly, and technology jumped on the change. Companies offering Internet meeting tools were strugglinguntil no one could travel. The Internet boomed with collaboration tools that enabled people to work together wherever they happened to be. This change in technology has made a huge difference in my world. We use collaborative tools to bring our product concepts and ideas to the user across the Internet. As a global company, we benefit from having users from all over the world inform our designs. We now run usability studies with users all over the world in a single day, a feat we couldn't have accomplished 10 years ago by plane! Other technology companies have started to do more of this type of usability testing, since the tools have improved so dramatically. Plus, in our busy world, it's not always easy to find users who can take the time away from their jobs to come to our labs. reaching users where it is convenient for them greatly improves the odds that people do participate. I manage a team of usability specialists who live in India and California, whlie I live in Colorado. We have wonderful labs that we bring users into to show them our products. But very often, we run our studies remotely. We used to take the lab to the users now we use the labs, but we let the users stay where they are. We gain users who might not have been able to leave work to come to our labs, and they get to use the system they are familiar with. And we gain users nearly anywhere that we can set up an Internet connection, as long as the users have a phone, a broadband connection, and a compatible Web browser (with no pop-up blockers). After we recruit participants in a traditional manner, we send them an invitation to participate through the use of a telephone conference call and Web conferencing tool. At Oracle, we use Oracle Web Conference part of Oracle Collaboration Suite, which enables us to give the user control of the mouse, while we present a prototype or wireframe pictures. We can record the sessions over the Web and phone conference. We send the users instructions, plus tips to ensure that we won't have problems sharing screens. In some cases, when time is tight, we even run a five-minute "test session" with users a day in advance to be sure that we can connect. Prior to the test, we send users a participant script that contains information about the study, including any questionnaires. This is exactly the same script we give to participants who come to the labs. We ask users to print this before the beginning of the session. We generally run these studies by having a usability engineer in our usability labs, so that we can record the session as though the user were in the lab with us. Roughly 80% of our application software usability testing at Oracle is performed using remote methods. The probability of getting a   remote test participant decreases the higher up the person is in the target organization. We have a methodology checklist available to help our usability engineers work through the remote processes.

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  • Determine percentage of screen covered by an object without using frustum culling

    - by Meltac
    On the CPU-side of an 3D first-person / ego perspective game I need to check whether what the players currently sees on screen is the inside of a box object defined by world space coordinates (the player might be outside of that box but on screen sees only/mostly the inside of the box, or vice-versa, looks from within the box to the outside). The "casual" way of performing such a check would incorporate frustum culling but such an approach would be hard to achieve with my given set of engine parameters which I'd like to avoid if there is a simpler way. What I actually have at the point where I would like to do the check (high-level script on CPU, not GPU side): Camera world position Camera direction Camera FOV Two Box corner world coordinates (left-bottom-front, right-top-back) What I do not have right away: View frustrum definition (near/far plane or say 6 planes defining frustum) Any specific pixel information (uv, view space position, depth or the like) What I would like to calculate: Percentage of screen "covered" by box. Any hints on how to perform such calculation?

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  • Xna Loading Screens

    - by Cyral
    I'm making a 2D XNA game. I'd like to implement loading screens when stuff has to load for a while. Like when I login to an account, connect to the server, and generate worlds. I'm pretty sure it needs to be multithreaded, because I want to be able to do something like "Generating World 10%...11%...". GenerateWorld() { //Call StartLoading("Generating World"); or something //Starter generating, Updating progress... //End loading screen and fade into world } Help appreciated, I'm new.

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  • Moving camera, or camera with discrete "screens"?

    - by Jacob Millward
    I'm making a game with a friend, but having trouble deciding on a camera style. The basic idea for the game, is having a randomly generated 2-dimensional world, with settlements in it. These settlements would have access to different resources, and it would be the job of the player to create bridges and ladders and links between these villages so they can trade. The player would advance personally by getting better gear, fighting monsters and looking for materials in the world, in order to craft and trade them at the settlements. My friend wants to use an old-style camera, where the world is split into a discrete number of screens that the player moves between. Similar to early Zelda dungeons, or Knytt Stories. This is opposite to me, as I want a standard camera that follows the player around as I feel the split-screen style camera limits the game. Can anyone argue the case either way? We've hit a massive roadblock here and can't seem to get past it.

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