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  • 2D water with dynamic waves

    - by user1103457
    New Super Mario Bros has really cool 2D water that I'd like to learn how to create. Here's a video showing it. When something hits the water, it creates a wave. There are also constant "background" waves. You can get a good look at the constant waves just after 00:50 when the camera isn't moving. I assume the splashes in NSMB work as in the first part of this tutorial. But in NSMB the water also has constant waves on the surface, and the splashes look very different. Another difference is that in the tutorial, if you create a splash, it first creates a deep "hole" in the water at the origin of the splash. In new super mario bros this hole is absent or much smaller. I am referring to the splashes that the player creates when jumping in and out of the water. How do they create the constant waves and the splashes? I am especially interested in the splashes, and how they work together with the constant waves. I am programming in XNA. I've tried this myself, but couldn't really get it all to work well together. Bonus questions: How do they create the light spots just under the surface of the waves and how do they texture the deeper parts of the water? This is the first time I try to create water like this. EDIT: I assume the constant waves are created using a sine function. The splashes are probably created in a way like in the tutorial. (But they are not the same, so I am still interested in how to make this kind of splashes) But I have a lot of trouble combining those things. I know I can use the sine function to set the height of a specific watercolumn but the splashes are using the speed, to determine the new height. I can't figure out how to combine those. Not that I am not asking how the developers of new super mario bros did this exactly. I am just interested in ways to recreate an effect like it. This week I have an examweek so I don't have time to work on the code. After this week I will spend a lot of time on it. But I am constantly thinking about it, so that's why I will be checking comments etc. I just won't be looking at the code since it might be too time-consuming.

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  • Mapping dynamic buffers in Direct3D11 in Windows Store apps

    - by Donnie
    I'm trying to make instanced geometry in Direct3D11, and the ID3D11DeviceContext1->Map() call is failing with the very helpful error of "Invalid Parameter" when I'm attempting to update the instance buffer. The buffer is declared as a member variable: Microsoft::WRL::ComPtr<ID3D11Buffer> m_instanceBuffer; Then I create it (which succeeds): D3D11_BUFFER_DESC instanceDesc; ZeroMemory(&instanceDesc, sizeof(D3D11_BUFFER_DESC)); instanceDesc.Usage = D3D11_USAGE_DYNAMIC; instanceDesc.ByteWidth = sizeof(InstanceData) * MAX_INSTANCE_COUNT; instanceDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; instanceDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; instanceDesc.MiscFlags = 0; instanceDesc.StructureByteStride = 0; DX::ThrowIfFailed(d3dDevice->CreateBuffer(&instanceDesc, NULL, &m_instanceBuffer)); However, when I try to map it: D3D11_MAPPED_SUBRESOURCE inst; DX::ThrowIfFailed(d3dContext->Map(m_instanceBuffer.Get(), 0, D3D11_MAP_WRITE, 0, &inst)); The map call fails with E_INVALIDARG. Nothing is NULL incorrectly, and this being one of my first D3D apps I'm currently stumped on what to do next to track it down. I'm thinking I must be creating the buffer incorrectly, but I can't see how. Any input would be appreciated.

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  • Dynamic URL of asp.net web service with web reference

    - by Jalpesh P. Vadgama
    It’s been a while I am writing this. But never late.. So I am writing this. Before some time one of friend asked about the URL of web service when we add reference. So I am writing this. Some of you may find this very basic but still many of people does not know this that’s why I am writing this. In today’s world we have so many servers like development, preproduction and production etc. and for all the server location or URL of web service will be different.But with asp.net when you add a web reference to your web application it’s create a web reference settings in web.config where you can change this path. So it’s very easy to just change that path and you don’t have to add web reference again. Read More

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  • Physics-based dynamic audio generation in games

    - by alexc
    I wonder if it is possible to generate audio dynamically without any (!) audio assets, using pure mathematics/physics and some input values like material properties and spatial distribution of content in scene space. What I have in mind is something like a scene, with concrete floor, wooden table and glass on it. Now let's assume force pushes the glass towards the edge of table and then the glass falls onto the floor and shatters. The near-realistic glass destruction itself would be possible using voxels and good physics engine, but what about the sound the glass makes while shattering? I believe there is a way to generate that sound, because physics of sound is fairly known these days, but how computationaly costy that would be? Consumer hardware or supercomputers? Do any of you know some good resources/videos of such an experiment?

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  • Dynamic body implementation

    - by ArturoVM
    I am writing a 2D game where one of the characters has some very particular requirements. This character is a body with no particular shape (similar to a fluid, but not so much), it has to be able to grow and shrink (as in actually growing, not just scaling), and it has to have collision detection (even if it's basic). Because of this requirements, it obviously can't be based on a sprite, so direct rendering of the shape should be the logical thing to do. I assume this is no easy task, but I just couldn't find a good physics engine that covers these requirements (or at least no tutorial on how to do it; I particularly searched for Box2D tutorials). Is there a way of doing this with Box2D, SDL, or any other physics or game engine out there? If not, what's a good place to start? I am really clueless as far as soft-body physics are concerned.

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  • dynamic 2d texture creation in unity from script

    - by gman
    I'm coming from HTML5 and I'm used to having the 2D Canvas API I can use to generate textures. Is there anything similar in Unity3D? For example, let's say at runtime I want to render a circle, put 3 initials in the middle and then take the result and put that in a texture. In HTML5 I'd do this var initials = "GAT"; var textureWidth = 256; var textureHeight = 256; // create a canvas var c = document.createElement("canvas"); c.width = textureWidth; c.height = textureHeight; var ctx = c.getContext("2d"); // Set the origin to the center of the canvas ctx.translate(textureWidth / 2, textureHeight / 2); // Draw a yellow circle ctx.fillStyle = "rgb(255,255,0)"; // yellow ctx.beginPath(); var radius = (Math.min(textureWidth, textureHeight) - 2) / 2; ctx.arc(0, 0, radius, 0, Math.PI * 2, true); ctx.fill(); // Draw some black initials in the middle. ctx.fillStyle = "rgb(0,0,0)"; ctx.font = "60pt Arial"; ctx.textAlign = "center"; ctx.fillText(initials, 0, 30); // now I can make a texture from that var tex = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, tex); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, c); gl.generateMipmap(gl.TEXTURE_2D); I know I can edit individual pixels in a Unity texture but is there any higher level API for drawing to texture in unity?

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  • How to crawl a webPage with dynamic content added by javascript

    - by blunderboy
    I guess there is a news that Google bots have the capability to understand our javascript code. It means this is possible to fully crawl a webpage which has lazy loading feature enabled. I am using Apache Nutch to crawl websites but I don't think it has the capability to fetch the URLs being injected in HTML page by javascript when the page is scrolled down. I see a lot of websites doing lazy loading for performance issue. So Can somebody please explain me how can i crawl the data which comes in HTML page on lazy load. (On scrolling the page down).

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  • Dynamic model interactions

    - by Richard
    I am just curious as to how in many games (namely games like arkham asylum/city, manhunt, hitman) do they make it so that your character can "grab" a character in front of you and do stuff to them. I know this may sound very confusing but for an example go to youtube and search "hitman executions", and the first video is an example of what i'm asking. Basically I'm wondering how they make your model dynamically interact with whatever other model you come across, so in hitman when you come up behind some one with the fibre wire you strangle the other character or if you have the anesthetic you come up behind some person and put your hand over there mouth while they struggle and slowly go to the floor where you lay them down. I am confused as to whether it was animated to use two models using specific bone/skeletal identifiers, if it is just two completely separate animations that are played at the correct time to make it look like they are actually interacting or something else all together. I am not an animator so i assume most of what i just said is not right but i hope that some one can understand what i mean and provide an answer. PS) I am a programmer and I am in the process of building a hitmanesque game, just because i love that style of game and I want to increase my skills on something fun, so if you do know what i'm talking about have some examples with involving both models and programming (i use c++ and mainly Ogre3D at the moment but i am getting into unity and XNA) i would greatly appreciate it. Thanks.

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  • Batching dynamic sprites in OpenGL

    - by Aaron
    I'm trying to wrap my head around how batching is done in a 2D sprite-based game. My understanding is I'd get the vertices that represent each sprite I want to draw and stuff them all into a single mesh. That way I'd only need a single draw call to render everything. Does this apply when the sprites I render are different between frames, or when some sprites are moving? Because it sounds like I'd then have to recreate my batch mesh each frame, using either glDrawArrays/glDrawElements or a streaming VBO I assume. Does this sound correct?

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  • andEngine dynamic sprites

    - by Blucreation
    Ive just started with andEngine the past week and i only started learning java/android 3 weeks. I can use a for loop to add multiple sprites to the screen but when i try to check collisions on them it only does it to one and not the rest. I want to be able to add a specific number for sprites made from the same texture to the scene, add collision detection to them and also make them slide across the screen (im making a game where you avoid the obstacles). My simple code: private void createobstacle(float pX, float pY) { obstacle = new AnimatedSprite(pX, pY, this.mObjTextureRegion.deepCopy(), getVertexBufferObjectManager()); obstacle.setScale(MathUtils.random(0.5f, 3f)); scene.attachChild(obstacle); } private void createobstacle(int num) { for(int i=0; i<=num; i++ ) { final float xPos = MathUtils.random(30.0f, (CAMERA_WIDTH - 30.0f)); final float yPos = MathUtils.random(30.0f, (CAMERA_HEIGHT - 30.0f)); createobstacle(xPos, yPos); } } Ive read about arrays but i cannot find any tutorials about anything im stuck with. Any help would be great!

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  • Creating sitemap for google bot - how to mark dynamic content / dynamic subpages?

    - by ojek
    I have a website that is internet forum. This forum has many categories, and single category page contains alot of subpages with listed threads. This internet forum is brand new, and about a week ago I filled it with few hundred thousands threads. I then looked at google webmasters page to see any changes in indexing, but the index went up from 300 to about 1200, so that means it did not index my added threads (although it added something). This is what my sitemap.xml contains which I uploaded on their website (of course there is a lot more of the code, this is just a snipped for a single category, in my real sitemap file I have all the categories listed as below): <url> <loc>http://mysite.com/Forums/Physics</loc> <changefreq>hourly</changefreq> </url> Now, I would expect google bot to go into http://mysite.com/Forums/Physics, and move through all the subpages with thread links, and then get inside of each thread and index it's content. How can I do this? Also if this will be unclear, I will add a real link to my website.

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  • What's the best language to use for a simple windows 7 dynamic gui desktop app [closed]

    - by Gregor Samsa
    [Note: I hope I am not breaking etiquette, but I originally posted a variant on this question here, but am re-asking here because I am making this now solely a question about programming.] I would like to program of the following simple form: The user can produce X number of resizable frames (analogous to HTML frames). Each frame serves as a simple text editor, which you can type into and save the whole configuration including resized windows and text. The user should be able alternately "freeze" and present the information, and "unfreeze" and edit frames. Thus it will be a cross between a calendar and a text editor. I don't particularly care if it is a web application or not. What languages are ideal for such a setup? I know some C and Python and Html, and am willing to learn others if need be. It seems to me this should be a relatively easy program to make, but I need a little direction before starting. EDIT: My OS is Windows 7.

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  • Htaccess 301 redirect dynamic URL

    - by Jarede
    I don't know a whole lot about .htaccess rules so forgive and help me ask the correct question. Currently I have a .htaccess rule like: RewriteRule ^surveys/(\S+)/directory/(\d+)/(\d+)/entry/(\d+)/?$ directories/index.cfm?sFuseAction=XXX.YYYY.ZZZZ&nDirectoryID=$2&nEntryID=$4&nCategoryID=$3&sDirectory=$1 [NC,L] which I want to do a 301 redirect to: RewriteRule ^(\S+)/directory/(\d+)/(\d+)/entry/(\d+)/?$ directories/index.cfm?sFuseAction=XXX.YYYY.ZZZZ&nDirectoryID=$2&nEntryID=$4&nCategoryID=$3&sDirectory=$1 [NC,L] I'm unsure of the correct syntax to go about making these redirect correctly.

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  • Issue with dynamic Quicklist in Unity

    - by costales
    I would like to add a Quicklist to Gufw app, but it isn't working. The code is here (you can install reading the INSTALL file): http://bazaar.launchpad.net/~gufw-developers/gui-ufw/testing/files/3 I added lines 52-54 to the view (a simple example) from the official API web: http://bazaar.launchpad.net/~gufw-developers/gui-ufw/testing/view/head:/gufw/view/gufw.py https://wiki.ubuntu.com/Unity/LauncherAPI self.launcher = Unity.LauncherEntry.get_for_desktop_id ("gufw.desktop") self.launcher.set_property("progress", 0.42) self.launcher.set_property("progress_visible", True) But nothing happen. But if I run this file with Gufw running: http://bazaar.launchpad.net/~gufw-developers/gui-ufw/testing/view/head:/gufw/test_launcher.py $ python test_launcher.py The progress bar appears! :/ I don't know what am I missing? :P Any idea? Thanks in advance! The environment is Ubuntu 13.04.

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  • Dynamic navigation mesh changes

    - by Nairou
    I'm currently trying to convert from grids to navigation meshes for pathfinding, since grids are either too coarse for accurate navigation, or too fine to be useful for object tracking. While my map is fairly static, and the navigation mesh could be created in advance, this is somewhat of a tower defense game, where objects can be placed to block paths, so I need a way to recalculate portions of the navigation mesh to allow pathing around them. Is there any existing documentation on good ways to do this? I'm still very new to navigation meshes, so the prospect of modifying them to cut or fill holes sounds daunting.

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  • Dynamic Document Template

    - by ell
    I would like to create a "C++ Class" document template, I know you can make static ones by putting them into ~/Templates, but I would like to be able for the content to change according to the file name on creation, for example, using a template like such (pseudocode): #ifndef $(filename)_HPP_INCLUDED #define $(filename)_HPP_INCLUDED class $(filename) { public: } #endif $(filename)_HPP_INCLUDED Is this possible? If so, how can I do it? Thanks in advance, ell.

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  • Building dynamic bounding box hierachies.

    - by adivasile
    I've been reading about collision detection and I saw that the first part was a coarse detection which generates possible contacts using bounding box hierarchies. I understand the concept of splitting up your objects in groups, to speed up the detection phase, but I'm a little confused on how do you actually build the hierachy, more so on what criteria is used to group them together. Do I iterate through all the objects in the scene, and check the distance between them to see where they should be inserted in the tree? Do you know some resources that may shed some light on this topic for me?

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  • Dynamic Bind9 + DHCP

    - by AcidRod75
    i have been working on setup a server for my internal network, so far i have a working isc-dhcp-server that can upgrade a chrooted BIND9 (on the same machine), i need to add some static entries on the DNS, so users can resolve the websites that resides in our DMZ. What i had tryed all ready was to modify the /etc/bind/named.conf.local with this info: // // Do any local configuration here // // Consider adding the 1918 zones here, if they are not used in your // organization //include "/etc/bind/zones.rfc1918"; key DHCP_UPDATER { algorithm HMAC-MD5.SIG-ALG.REG.INT; secret "MySuperSecretHash"; (this is not the real value BTW) }; zone "quality.internal" IN { type master; file "/var/lib/bind/quality.internal.db"; allow-update { key DHCP_UPDATER; }; }; zone "0.10.10.in-addr.arpa" { type master; file "/var/lib/bind/rev.10.10.0.in-addr.arpa"; allow-update { key DHCP_UPDATER; }; }; logging { channel query.log { file "/var/log/named/query.log"; severity debug 3; }; category queries { query.log; }; }; --- EOF ---- then i added this 2 entries: zone "ourserver.internal" IN { type master; file "/var/lib/bind/ourserver.internal.db"; }; zone "0.16.172.in-addr.arpa" { type master; file "/var/lib/bind/rev.172.16.0.in-addr.arpa"; }; ---- EOF ---- So.. i created the files ourserver.internal.db and rev.172.16.0.in-addr.arpa placed them BOTH in /var/lib/bind/ and changed the permisions so the bind user can access them, restated the service... when i do a NSLOOKUP www.ourserver.internal i get: Server: 127.0.0.1 Address: 127.0.0.1#53 ** server can't find www.ourserver.internal: NXDOMAIN BUT when i do a reverse lookup.... Server: 127.0.0.1 Address: 127.0.0.1#53 5.0.16.172.in-addr.arpa name = www.ourserver.internal I do not understand what's wrong. Some help with this will save me from installing a new DNS server at the DMZ JUST to host internal site names- TY in advance BTW: the server i'm using has Ubuntu Server 11.10 fully patched.

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  • Understanding Dynamic Management Views and Functions in SQL Server 2008

    Performance monitoring and optimization is an inseparable part of a DBA's activities. To optimize a poorly performing system/query or to troubleshoot the performance issues you need to know the root cause. Prior to SQL Server 2005, we had several system tables to monitor the state of the system. SQL Server monitoring made easy "Keeping an eye on our many SQL Server instances is much easier with SQL Response." Mike Lile.Download a free trial of SQL Response now.

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  • Dynamic Jump spot

    - by Pasquale Sada
    I have an initial velocity V(Vx,Vy,VZ) and a spot where he stands still at S(Sx,Sy,Sz). What I'm trying to achieve is a jump on a spot E(Ex,Ey,Ez) where you have clicked on(only lower or higher spot, because I've in place a simple steering behavior for even terrains). There are no obstacle around. I've implemented a formula that can make him jump in a precise way on a spot but you need to declare an angle: the problem arise when the selected spot is straight above your head. It' pretty lame that the char hang there and can reach a thing that is 1cm above is head. I'll share the code I'm using: Vector3 dir = target - transform.position; // get target direction float h = dir.y; // get height difference dir.y = 0; // retain only the horizontal direction float dist = dir.magnitude ; // get horizontal distance float a = angle * Mathf.Deg2Rad; // convert angle to radians dir.y = dist * Mathf.Tan(a); // set dir to the elevation angle dist += h / Mathf.Tan(a); // correct for small height differences // calculate the velocity magnitude float vel = Mathf.Sqrt(dist * Physics.gravity.magnitude / Mathf.Sin(2 *a)); return vel * dir.normalized;

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