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  • Scaling Sound Effects and Physics with Framerate

    - by Thomas Bradsworth
    (I'm using XNA and C#) Currently, my game (a shooter) runs flawlessly with 60 FPS (which I developed around). However, if the framerate is changed, there are two major problems: Gunshot sound effects are slower Jumping gets messed up Here's how I play gunshot sounds: update(gametime) { if(leftMouseButton.down) { enqueueBulletForSend(); playGunShot(); } } Now, obviously, the frequency of playGunShot depends on the framerate. I can easily fix the issue if the FPS is higher than 60 FPS by capping the shooting rate of the gun, but what if the FPS is less than 60? At first I thought to just loop and play more gunshots per frame, but I found that this can cause audio clipping or make the bullets fire in "clumps." Now for the second issue: Here's how jumping works in my game: if(jumpKey.Down && canJump) { velocity.Y += 0.224f; } // ... (other code) ... if(!onGround) velocity.Y += GRAVITY_ACCELERATION * elapsedSeconds; position += velocity; The issue here is that at < 60 FPS, the "intermediate" velocity is lost and therefore the character jumps lower. At 60 FPS, the game adds more "intermediate" velocities, and therefore the character jumps higher. For example, at 60 FPS, the following occurs: Velocity increased to 0.224 Not on ground, so velocity decreased by X Position increased by (0.224 - X) <-- this is the "intermediate" velocity At 30 FPS, the following occurs: Velocity increased to 0.224 Not on ground, so velocity decreased by 2X Position increased by (0.224 - 2X) <-- the "intermediate" velocity was lost All help is appreciated!

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  • Can two mocha for After Effects X-Spline Layers be merged ?

    - by George Profenza
    Hello, I'm new to mocha for After Effects, but like the auto tracking feature. There are a few markers I'm adding, but there's one which is giving me a bit of a headache. I'm tracking a circle that moves around a larger object, so it moves in front of it initially, then behind, being occluded by the larger object, then in front again. I tried to track the circle in the first part(when it's in front, before being occluded) and in the second part(when it's in front again, coming out on the other side of the large object) using a single X-Spline. The problem is the second part starts in a different location and I don't know how to 'move' the X-Spline to the new position and track from there, without affecting the previous keyframes. As a workaround I use two X-Spline Layers, export the data to .txt files, then manually merge the two files into a new one containing keyframes from both X-Spline Layers. Is there an easier way to do this (either merging two X-Spline Layer, or using a single X-Spline Layer that can move to a new location without affecting previous keyframes) ? Any suggestion would help.

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  • Does jQuery have a plugin to display a "message bar" like the Twitter "wrong password" bar at the to

    - by Jian Lin
    Twitter will pop down a message bar at the top of the screen say "Wrong password" and after 10 seconds, it will slide up and disappear. Chrome also shows "Do you want to save the password" message box using such a way. Does jQuery have a plug in to do that already? Does it also work in IE 6? Because usually, the display of relative to the viewport (using position: fixed) will not work on IE 6. thanks.

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  • Simulating the effects of wind

    - by jernej
    I am developing a mobile game for Android. It is a 3D jumping game (like ski jump) where wind plays a important role so i need to simulate it. How could I achieve this? The game uses libgdx for rendering and a port of Bullet physics engine for physics. To simulate the jump I have 2 spheres which are placed at the start and at the end of the player and gravity is applied to them (they role down the hill and jump at the end). I use them to calculate the angle and the position of the player. If a button is pressed some extra y speed is applied to them (to simulate the jump before the end of the jumping ramp). But now I have to add wind to it. How is this usually done? Which collision box/method should I use? The way I understand it I only have to apply some force with direction to the player while in mid air. How can I do this in Bullet?

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  • Interop effects by resolving and instantiating types with ArcObjects

    - by Marko Apfel
    Problem this code does not work Type t = typeof(ESRI.ArcGIS.Framework.AppRefClass); System.Object obj = Activator.CreateInstance(t); but yet this code Type t = Type.GetTypeFromCLSID(typeof(ESRI.ArcGIS.Framework.AppRefClass).GUID); System.Object obj = Activator.CreateInstance(t); Reason In the first variant the runtime tries to cast to AppRefClass . This is not possible. And in the second one, the runtime does not knows anything about AppRefClass. So it leave it as IUnknown.   (originally communicated by my co-worker Ralf)

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  • Bad Effects From Bad Neighbors

    There are websites who make use of ethical SEO but still don't reach the top positions of the search engine results. The main reason why this situation happens can be chosen from the three: sandbox effect, over optimization or bad neighborhood.

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  • Bad Effects From Bad Neighbors

    There are websites who make use of ethical SEO but still don't reach the top positions of the search engine results. The main reason why this situation happens can be chosen from the three: sandbox effect, over optimization or bad neighborhood.

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  • Problems syncing photos and strange effects of uploaded files from other devices

    - by Daniel
    I have a Galaxy Spica (GT-i5700) Android v2.1, rooted with Leshak dev 7 #123. But never mind the root info, the problem would be the same unrooted. The photos from this phone is stored in "sdcard/images", nevertheless the phone also creates a "sdcard/DCIM" but only stores some thumbnails there. Problem nr 1: U1 only reads the DCIM-folder for automatic photo-upload. So photos stored in this phone is not uploaded. If I move photos to "DCIM" folder, U1 recognises the photos and start uploading them. Possible solution: Could there be an option in the settings, to set preferred photo folder? Problem nr 2: Out of 74 pictures, 12 did not get uploaded. Pressing "Retry failed transfers" in Settings does nothing. Pressing the files where status is "Upload failed, tap to retry" only changes the status to "Uploading..." but nothing gets uploaded. If I upload another file to U1, it is uploaded directly without any problem. It has nothing to do with file size, 1,1 MB files has been uploaded fine whilst some failed are 0,8 MB. Problem nr 3: The photos from DCIM are in my case uploaded to a folder called "Pictures - GT-I5700" in U1. If I log in to the homepage and from there upload another photo in "Pictures - GT-I5700", it shows up in U1 on my phone fine. But when I tap it, U1 downloads the photo to "sdcard/U1/Pictures - GT-I5700". If it sync photos from "sdcard/DCIM" to a specific folder, why not also download files to the same folder from which it is synced? After a while of usage, syncing and uploading files from different clients it would be a mishmash of folders and places files are stored and considering that I see no use of U1 at all. Another question: If my SD card in some way breaks down/some folders cannot be read/card temporarly changed and U1 is running, does U1 consider that as files deleted and also delete from the cloud?

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

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

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  • SEO effects of intermix of WP blog, custom PHP site and FB app game

    - by melbournetechlover
    We're a melbourne tech company in the process of building a custom site in PHP. We plan to launch a "pre-launch" page which is also custom coded (CSS3 on twitter bootstrap framework + HTML5 front end and PHP back end). On that site will be a link to a blog - the idea behind this is to build up ranking for a variety of relevant keywords prior to the full site going live (given the majority of the site is a member only community anyway so the blog is really the main way we'll be able to execute on-site SEO. Ideally, we would like to install wordpress in a subdirectory on our servers and just customise the header to look the same as the landing page of the website. But some questions and concerns... Is there any detrimental effect on SEO efforts in having two separate systems (one custom PHP, the other an installation of wordpress) to manage the blog vs the rest of the site? Are there any benefits or detriments to installing on a sub domain such as blog.sitename.com vs. sitename.com/blog. My preference would be sitename.com/blog as it feels neater - but open to suggestions based on knowledge of Google preferences. Separately, we are building a Facebook app which is under another site name. Again because we are launching this app first, from an SEO perspective, would it actually be better to run it from a sub domain on the main site - e.g. gamename.mainsitename.com instead of on app.gamename.com? Currently we have it on app.gamename.com, but if there are SEO benefits to moving it to the other domain and server then we'll do it. Basically we don't want to have our SEO efforts divided - will Google algorithms prefer two sites heavily referring traffic, or is it better to focus our efforts on one. I guess that's the crux of the issue. But the other one is - does Google care about traffic accessing a page built for the Facebook app iFrame - does that count toward rankings? Sorry I hope these questions aren't too complex - but we're in the tech world every day and still can't seem to find a good answer to these ones...hence I'm taking to the forums!! Free beer for whoever can give me a solid answer!

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  • How do you enable wobbly windows in ubuntu 11.04 without using compiz?

    - by Tripod Smurf
    I'm curious if there's a way to enable the more fun UI features in Ubuntu 11.04 that were available in previous versions. The effects I'm most curious about is the wobbly windows and the alt tab program switcher that looked like a rolodex. Those things were delightful. I've been reading about the compiz tool and since I'm a pretty noob user, I don't think I want to risk destroying my desktop for a chance to get these effects back. Any help would be appreciated. Thanks

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  • compiz problems - no effects work, despite the fact that they seem to be properly configured

    - by user97551
    I've looked through some posts about compiz and either haven't found the answer, or haven't understood what's been said. Could someone help me out? I installed ubuntu 12.04 through windows 7 (so I can dual boot) and installed compiz and set up the settings I want (hotcorners etc). For a while it seemed like it was going fine, but then I restarted the laptop, none of the compiz settings were working and the auto-launcher wasn't even coming up when I passed cursor over it. The computer is still usable, when I 'dash home' the auto-launcher appears, and I can tab through windows but yeh... the auto-launcher and hotcorners I set up through compiz aren't working at all. Any ideas? Oh, whilst I'm super grateful for any help I can get, I'd really appreciate it if you could keep any instructions as basic as possible. I'm a bit new at this... THANK YOU!

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  • URL slugs: ideal length, and the real SEO effects of these slugs

    - by tattvamasi
    this question is addressed widely on SO and outside it, but for some reason, instead of taking it as a good load of great advice, all this information is confusing me. ** Problem ** I already had, on one of my sites, "prettified" urls. I had taken out the query strings, rewritten the URLS, and the link was short enough for me, but had a problem: the ID of the item or post in the URL isn't good for users. One of the users asked is there's a way to get rid of numbers, and I thought it was better for users to just see a clue of the page content in the URL. ** Solution ** With this in mind, I am trying with a section of the site.Armed with 301 redirects, some parsing work, and a lot of patience, I have added the URL slugs to some blog entries, and the slug of the URL reports the title of the article (something close to http://example.com/my-news/terribly-boring-and-long-url-that-replaces-the-number-I-liked-so-much/ ** Problems after Solution ** The problem, as I see it, is that now the URL of those blog articles is very descriptive for sure, but it is also impossible to remember. So, this brings me to the same issue I had with my previous problem: if numbers say nothing and can't be remembered, what's the use of these slugs? I prefer to see http://example.com/my-news/1/ than http://example.com/my-news/terribly-boring-and-long-url-that-replaces-the-number-I-liked-so-much/ To avoid forcing my user to memorize my URLS, I have added a script that finds the closest match to the URL you type, and redirects there. This is something I like, because the page now acts as a sort of little search engine, and users can play with the URLS to find articles. ** Open questions ** I still have some open questions, and don't seem to be able to find an answer, because answers tend to contradict one another. 1) How many characters should an URL ideally be long? I've read the magic number 115 and am sticking to that, but am not sure. 2) Is this really good for SEO? One of those blog articles I have redirected, with ID number in the URL and all, ranked second on Google. I've just found this question, and the answer seems to be consistent with what I think URL slug and SEO - structure (but see this other question with the opposite opinion) 3) To make a question with a specific example, would this URL risk to be penalized? Is it acceptable? Is it too long? StackOverflow seems to have comparably long URLs, but I'm not sure it's a winning strategy in my case. I just wanted to facilitate my users without running into Google's algorithms.

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  • Acceptable sound quality: stereo needed for an Android game?

    - by Thomas Calc
    I have various simple short sound effects (damage sound, dying sound, thunderbolt, fanfare, breaking) for a game that is developed for Android currently. I use OGG files: 96kbps VBR, 44.1KHz, 2 channels (that means stereo, right?). I read the other stackexchange topics about "acceptable sound quality", but they're too general, address too many things. My experience is that even with 80kbps, my effects sound OK. But I tested it on a limited number of Android devices (including a Sony Ericsson Xperia Neo and a HTC Desire HD). My questions: For mobile phones and tablets, generally, what parameters are recommended? Won't my 80kbps sounds be bad on a newer device (such as a modern tablet)? I don't hear any difference between stereo and mono (2 channels vs. 1 channel, right?), is there any noticeable difference at all for mobile phones / tablets? (in terms of the player experience) May it worth it at all? I assume that stereo sounds take much more in memory (when they're decoded to PCM), despite of the fact that the compressed OGG size is practically the same. Reacting to Roy T.'s great comment: Actually, I couldn't measure the PCM size (Android decodes OGG internally), but I thought that stereo will take more space than mono when uncompressed After throwing out one of the WAV channels in Audacity, and re-exporting it: The new WAV file size is half than before The OGG file size is practically the same as before The sound effects and game music was recorded by my friend who is an experienced hobby musician/composer, but he knows little about computers & software so he just gave me some high-quality WAV files generated via his hardware.These were stereo, but if I check them in Audacity, both channels appear to be exactly the same.Can I consider them the same (= moving to mono), or might there be some unnoticeable differences to the human eye?

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  • Play Multiple iPod Library Songs On iPhone At The Same Time With Pitch Bending & Other Effects

    - by Dino
    Hi, I have been going at this for the past two weeks and it is driving me crazy. I asked this question a couple of days ago (Extract iPod Library raw PCM samples and play with sound effects) and whilst the answer got me half way there I am still stuck. Basically what I am trying to achieve is load up multiple songs from the iPod library for playback with effects such as pitch bend, eq effects etc... I have gone down the route of AVPlayer and AVAudioPlayer which are too simple. The only framework I've seen that can play audio with these effects is OpenAL. I have tried a few objective c wrappers (Finch and ObjectAL) Finch does not play compressed audio whilst ObjectAL will only convert it for me if I pass in a URL for the file (which is something I cannot do because I only have an incompatible iPod library URL). An example of an app that does what I want beautifilly is Tap DJ. It can load up songs from the iPod library fast (unlike TouchDJ and it plays them with all sorts of effects. Any help would be much appreciated.

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  • Stop VLC player from saving effects & filter settings

    - by bocamax
    VLC Player v1.1.11 Windows 7 Ultimate VLC player launches each new video with setting I used once to brighten a dark video. On a second computer, VLC player opens all videos rotated 270 which was a feature I used once. I now have to manually uncheck Image adjust on one computer & uncheck Transform on another for each video to have it play without these custom settings. I've custom mapped VLC Hotkeys that I use extensively. As a result, I do not want to "reset preferences" and lose my Hotkey mapping. VLC Tools Settings Video Effects Basic Image Adjust (Brightness, Contrast, etc.) VLC Tools Settings Video Effects Basic Transform (Rotate 90, 180, 270) Is there a setting I'm not finding to stop VLC from applying a one time adjustment to all videos?

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  • I can't enable extra effects in Ubuntu 10.10. Please help?

    - by jasoncruz98
    I installed Ubuntu 10.10 alongside Ubuntu 11.10 to use an older version of Compiz. On Ubuntu 11.10, Compiz was enabled by default and I didn't need to use any graphics driver to enjoy the effects. All I had to do was install CompizConfig Settings Manager and enable those extra effects. That was Compiz 0.9.6. Now, after installing Ubuntu 10.10, when I first logged in, the graphics were slow. When I dragged a window from one end of the screen to the other, the whole screen would blur up and pixelate and it would be very laggy. I tried going to System Preference Appearance and selecting Extra effects on the Visual effects tab, but all I got was "Desktop effects could not be enabled". I don't know whether I should install the Additional drivers (proprietary) because my Internet is slow and it would take a long time. Furthermore, in Ubuntu 11.10, after I installed the proprietary graphics driver, I immediately went into fallback mode and wasn't even offered an option to set my desktop session to Ubuntu 3D. I didn't need the driver to run Compiz in Ubuntu 11.10, it just ran so smoothly. But in Ubuntu 10.10, everything is so laggy. Should I install the ATI/AMD Proprietary FGLRX Graphics Driver for Ubuntu 10.10 to enable extra effects? Or is there something else wrong with my system? Here is the output of lspci -nn | grep VGA 00:02.0 VGA compatible controller [0300]: Intel Corporation Sandy Bridge Integrated Graphics Controller [8086:0116] (rev 09) 01:00.0 VGA compatible controller [0300]: ATI Technologies Inc Device [1002:6760] Here is the output of the same command, but in Ubuntu 11.10 (in this case the one which is correct, because I don't have the Sandy Bridge Integrated graphics controller) 00:02.0 VGA compatible controller [0300]: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller [8086:0116] (rev 09) 01:00.0 VGA compatible controller [0300]: ATI Technologies Inc NI Seymour [AMD Radeon HD 6470M] [1002:6760]

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  • Compiz and Desktop Effects on Netbook with External Monitor

    - by Nerdfest
    I have an Acer Aspire One AO150 and am having trouble plugging in an external monitor under Ubuntu 9.10. There were no problems under 9.04. If I plug in an external monitor once the machine is already up, then bring up the 'display' application to activate it, it basically hangs. There are no problem under these circumstances if I have desktop effects turned off. I've seen a few mentions of this problem on the Ubuntu forums, but never a solid solution. Any ideas? A few more details after a question below. The machine does not respond to its keyboard commands to switch to an external monitor, nor does it respond to Ctrl-Alt-F1, etc to switch out of X. The pointer is visible on the monitors (at the edge of each) and is frozen as a 'busy' cursor, but with no animation. The kernel does respond to SysReq commands (REISUB). In the latest attempt I had the external monitor active earlier, then removed it and activated desktop effects. Upon plugging in the eternal monitor then bringing up the display application, it hangs.

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  • How can I create photo effects in Android?

    - by PaulH
    I'd like to make an Android app that lets a user apply cool effects to photos taken with the camera. There are already a few out there, I know, but I'd like to try my own hand at one. I'm trying to figure out the best way to implement these effects. Here are some examples from the excellent Vignette app (which I own): http://www.flickr.com/groups/vignetteforandroid/pool/ I have been googling and stack-overflowing, but so far I've mostly found some references to published papers or books. I am ordering this one from Amazon presently - Digital Image Processing: An Algorithmic Introduction using Java After some reading, I think I have a basic understanding of manipulating the RGB values for all the pixels in the image. My main question is how do I come up with a transformation that produces cool effects? By cool effects I mean some like those in the Vignette app or IPhone apps: ToyCamera Polarize I already have quite a bit of experience with Java, and I've made my first app for android already. Any ideas? Thanks in advance.

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  • Scene transitions

    - by Mars
    It's my first time working with actual scenes/states, aka DrawableGameComponents, which work separate from one another. I'm now wondering what's the best way to make transitions between them, and how to affect them from other scenes. Lets say I wanted to "push" one screen to the right, with another one coming in at the same time. Naturally I'd have to keep drawing both, until the transition is complete. And I'd have to adjust the coordinates I'm drawing at while doing it. Is there a way around specifically handling this special case in every single scene? Or of I wanted to fade one into the other. Basically the question stays the same, how would you do that without having to handle it in every single scene? While writing this I'm realizing it will be the same thing for all kinds of transitions. Maybe a central Draw method in the manager could be a solution, where parameters and effects are applied when necessary. But this wouldn't work if objects that are drawn have their own method, and aren't drawn within the scene, or if an effect has to be applied to the whole scene. That means, maybe scenes have to be drawn to their own rendertarget? That way one call to the base class after the normal drawing could be enough, to apply the effects, while drawing it to the main render target. But I once heard there are problems when switching from target to target, back and forth. So is that even a viable option? As you can see, I have some basic ideas how it might work... but nothing specific. I'd like to learn what's the common way to achieve such things, a general way to apply all kinds of transitions.

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  • Adobe After Effects Plugin With Cocoa (Overriding malloc)

    - by mustISignUp
    Messing about a bit, i have a working Adobe After Effects plugin with a bit of Obj-c / Cocoa in it (NSArray and custom objects - not ui stuff). The SDK guide states:- Always use After Effects memory allocation functions. In low-memory conditions (such as during RAM preview), it’s very important that plug-ins not compete with After Effects for OS memory, and deal gracefully with out-of-memory conditions. Failing to use our functions can cause lock-ups, crashes, and tech support calls. Don’t do that. If you’re wrapping existing C++ code, overloading new and delete to use our functions will save substantial reimplementation. On Windows, derive all classes from a common base class which implements new and delete. so my question.. is something compatible with the above statement possible in Obj-c?

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